Re: [Nuke-users] (no subject)

2016-04-07 Thread Peter Crossley

Hi John,

This was bug #27045 - Overscan stretching left & right pixels, which was 
fixed in 9.0v6. You're one version out!


Hope that helps,

Peter.

On 06/04/2016 22:20, John Mangia wrote:
I'm working at a studio that uses Nuke for Windows 9.0v5 and 
experiencing a strange issue.  I'm creating a pano using offset 
transforms and I'm getting bbox stretching artifacts after a width of 
8190 pixels wide.  I've never seen this issue on Linux or OS X builds 
and was wondering if this is a known bug.  I've tested it on multiple 
machines and checked on other workstations running the same Nuke 
version.  Anyone ever seen this?


John Mangia


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Re: [Nuke-users] Particles - any way to kill an entire system at a given frame?

2015-08-11 Thread Peter Crossley

Hi Ned,

Setting a key on the ParticleEmitter's disabled  knob seems to work.

Cheers,

Peter.

On 10/08/2015 22:21, Ned Wilson wrote:

Tried a ParticleExpression node, with:

color : frame == 8? v(0,0,0) : color
opacity : frame == 8 ? 0 : opacity
size : frame == 8 ? 0 : size

None of these options seem to work at all. Anybody have any ideas?

Thanks!

-n


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Re: [Nuke-users] script endings query

2015-05-14 Thread Peter Crossley

Hi Ron,

I don't think Howard mentioned having ~ in an autosave, he just asked 
the difference between  a .autosave  file and ~ file. I think you 
misread his first message and confusion has stemmed from there :)


Cheers,

Peter.

On 14/05/2015 15:00, Ron Ganbar wrote:

So I wonder what's happening with Howard's scripts.



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

On Thu, May 14, 2015 at 4:59 PM, Babak Khataee 
babak.khat...@thefoundry.co.uk 
mailto:babak.khat...@thefoundry.co.uk wrote:


Oh sorry, forgot to add that. Backups aren't made when autosaving,
hence no .autosave~, they're only made when explicitly saving a
script.

On 14 May 2015 at 14:47, Ron Ganbar ron...@gmail.com
mailto:ron...@gmail.com wrote:

But what's the logic behind this appearing in an autosave file
as Howard was asking?



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 Thu, May 14, 2015 at 4:46 PM, Babak Khataee
babak.khat...@thefoundry.co.uk
mailto:babak.khat...@thefoundry.co.uk wrote:

Hi,

Ron is correct. Scripts ending in a tilde are backups of
the existing script. Though, they're only made once per
session for a particular script. For example if you load a
fresh Nuke, open a script make some changes and save, then
a new backup will be made. However, subsequent
changes/saves won't create another backup of that script
until you start a new Nuke session.

hth!
Babak


On 14 May 2015 at 14:06, Randy Little
randyslit...@gmail.com mailto:randyslit...@gmail.com
wrote:

If no foundry people read this on the list you can
send it to support at the foundry and I'll probably be
able to answer your question just take a little longer

On May 14, 2015 7:58 AM, Ron Ganbar
ron...@gmail.com mailto:ron...@gmail.com wrote:

Oh God. Beyond me, Howard.
Remembering what I was told way back when - the
tilde that comes after the .nk means what I said
earlier. As it relates to autosave - I'm not sure.



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 Thu, May 14, 2015 at 2:53 PM, Howard Jones
mrhowardjo...@yahoo.com
mailto:mrhowardjo...@yahoo.com wrote:

Thanks.

Hmm… bit confused…

There is only ‘~’ and ‘.autosave’ no .autosave~’

but are you saying that ‘~’ preceeds the
autosave, that is, it’s a back up of the last
autosave?

H


On 14 May 2015, at 12:15, Ron Ganbar
ron...@gmail.com mailto:ron...@gmail.com
wrote:

Far as I recall, all the nuke files ending
with a tilde are one-version-previous to the
latest. So the autosave will be the autosave
previous to the one called autosave, in case
the last one is corrupt.



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 Thu, May 14, 2015 at 1:26 PM, Howard Jones
mrhowardjo...@yahoo.com
mailto:mrhowardjo...@yahoo.com wrote:

Hi

May be a dumb question but does anyone
know the difference between a script
ending in

‘.autosave’ and ending in
‘~’

This may be a mac osx thing but the
autosave is obvious - it’s the ‘~’ that
   

Re: [Nuke-users] Nuke Studio Asset Reel

2015-03-19 Thread Peter Crossley

On 19/03/2015 11:04, Charles Bedwell wrote:
Also talking to someone last night about the slow render and they say 
it's a known bug with the text node. Anyone care to verify?




Hi Charlie,

Yeah, there was a known bug in v4 affecting render performance. This is 
fixed in our internal builds. If you disable the text node does your 
render speed improve?


Cheers,

Peter.
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Re: [Nuke-users] Nuke 9 OCIO default LUT

2015-02-18 Thread Peter Crossley

Hi guys,

We've just looked into this and it is a bug.

Normally when using a custom OCIO config the 'Use OCIO nodes when 
exporting in Nuke' checkbox in 'ProjectSettings-Colour Management' gets 
automatically set. When setting an OCIO config in the environment this 
isn't happening.


As a temporary workaround checking this should fix the problem.

We've logged the bug:

Bug 47711 - 'Use OCIO nodes when exporting in Nuke' checkbox not set 
when setting OCIO config environment variable


Hope that helps,

Peter.


On 17/02/2015 15:29, Sebastian Kral wrote:

Windows 7

On Friday, February 13, 2015, John Perrigo jpe...@gmail.com 
mailto:jpe...@gmail.com wrote:


Ubuntu 12.04, Nuke 9.0v4

John

On 13 February 2015 at 23:15, Jimmy Christensen ji...@ghost.dk
javascript:_e(%7B%7D,'cvml','ji...@ghost.dk'); wrote:

Which OS is this under?

I don't see that behaviour on Linux.

- Jimmy

On 13/02/15 13:39, Sebastian Kral wrote:

Hi John,

we have a similar experience in Nuke. We launch Nuke with
a custom
Launcher to set up some stuff e. g. environment variables.
When
opening a new instance from within Nuke we loose the set
environment. It
seems Nuke / Nuke Studio is starting the process with the
OS default
environment instead of passing through the custom one.
Didn't have time to look into this further or contact
support. Perhaps
somebody can comment on this one?

Cheers,
Sebastian

On Thursday, February 12, 2015, John Perrigo
jpe...@gmail.com
javascript:_e(%7B%7D,'cvml','jpe...@gmail.com');
mailto:jpe...@gmail.com
javascript:_e(%7B%7D,'cvml','jpe...@gmail.com'); wrote:

Hey, I need a little help with this one.

I'm using Nuke 9 Studio to create .nk scripts, and
have OCIO
environment variables configured.

Studio creates the .nk script correctly, but when I
launch Nuke with
the created .nk file from Studio, it prompts me with
the following
error:

Viewer.viewerProcess: Bad value for viewerProcess:
no_look (sRGB)

I then have to change the Project Settings  OCIO 
viewer process
LUTs to OCIO LUTs to get access to the correct LUT,
I can then
save the file and no longer get errors.

If I just open a new Nuke session, it will correctly
default to OCIO
LUTs, but when opening a .nk script created in Studio
it will set it
to Nuke Root LUTs and I get the error.

This is also annoying as Nuke Studio won't import the
.nk script
until I open in standard Nuke, change the viewer
process and save.



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Re: [Nuke-users] text motion blur

2014-02-21 Thread Peter Crossley

Hi Gary,

Sorry, no, there's no inbuilt motion blur at the moment. There is an 
existing feature request for this (Bug 38783). If you contact support 
you can get your vote added to this.


Regards,

Peter.

On 21/02/2014 17:18, Gary Jaeger wrote:
I should have paid more attention to this in the beta, but is there a 
way to enable motion blur text in the new text node?


Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
650 728 7060 tel:650%20728%207060
http://corestudio.com http://corestudio.com/



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Re: [Nuke-users] animation data from alembic

2014-02-03 Thread Peter Crossley

Hi Adam,

That's because with model data, each Alembic node can have a different 
transform, so the transform knob can't really display a transform for a 
particular node.


It is possible to obtain the transforms using the GeoInfo's transform 
attribute, but that may not be what you want (if a particular node has a 
hierarchy of transforms, they may be concatenated into a single 
transform on the node, so you would not be able to obtain intermediate 
transform information). Note that a feature request has already been 
raised to give access to the intermediate transforms.


An alternative approach could be to attach locator objects in Maya to 
the transforms you're interested in. These would then be imported into 
Nuke as Axis nodes. Would that approach work for you?


Cheers,

Peter.

On 30/01/2014 20:33, adam jones wrote:

hi all

I have been given an alembic file from maya containing a camera, a model with 
animation on a path not the individual parts of a model and a light.

The animation on the camera stat can be accessed from the trans;ate knob but I 
don't seem to have the same option on the model, the model does in fact move 
along it animated path but all the number in the transform knob are zero and 
graded, how do I get these numbers so I can apply that to an emitter or even a 
simple axis node.

does some thing have to be exported differently out of maya or am I and most 
possibly missing some thing in nuke.

cheers
-adam

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Re: [Nuke-users] Access custom DPX metadata inside of Nuke?

2013-12-19 Thread Peter Crossley

Hi Henrik and Deke,

I've looked into this, and  it looks like it's caused by a conflict in 
the keys used for metadata items. The dpx reader plugin correctly reads 
the imageFileName field and sets it to input/filename tag. However the 
base Read op then overwrites this entry with the actual path to the file.


It looks like imageFileName is being written to the wrong tag, and we 
need a seperate dpx/imageFileName tag.


The bug 7114 - Some DPX header fields not coming in as MetaData has been 
re-opened and updated with this issue.


Cheers,

Peter.

Deke Kincaid wrote:
Sorry, didn't realize ImageFileName was a existing metadata field.  I 
thought you we're just adding your own one with that name :)


One issue from researching this a little bit.  It appears that Nuke 
only sees the metadata field if it has less then 100 characters in the 
ImageFileName metadata field.  You can see this in the dpximage header 
file from Nuke's SDK here:

http://docs.thefoundry.co.uk/nuke/80/ndkdevguide/examples/DPXimage.h

char imageFileName[100]; // image file name

is the file path longer then 100 characters?

--
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 Sun, Dec 15, 2013 at 9:48 PM, Henrik Cednert n...@irry.com 
mailto:n...@irry.com wrote:


Thanks Deke and Chris.

Yes, that for sure fill my needs.
http://www.creativecrash.com/nuke/script/dpxinfo-tcl

Thanks a bunch



On 2013-12-15 22:42, Chris Noellert wrote:

I think Hakan, while he was still at Filgate, wrote a tcl dpx
parser called dpxinfo which reads the whole header and dumps
it.  Check creativecrash.  Might be what you need...

Sent from my iPhone

On Dec 14, 2013, at 3:29 AM, Henrik Cednert n...@irry.com
mailto:n...@irry.com wrote:

Hi

Nuke only accesses a predefined set of metadata headers.
How does people manage custom image metadata in their
pipe? I need to access 'DPX/ImageFileName' for a sh*tload
of shots but dunno how. =/ Need a point in the right
direction.

Anyone know why TF decided to go this way and only work
with a few predefined headers instead of reading all
metadata in the input? Is it limited in the read node or
in the 'ViewMetaData' node?

Thanks! =)

Cheers

--
Henrik Cednert
cto | td | compositor

Filmlance International
www.filmlance.se http://www.filmlance.se
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Re: [Nuke-users] Windows 16% slower than Linux

2013-09-17 Thread Peter Crossley

Hi Bram,

Are you using Nuke 7.0v8? If so, did you try with 
NUKE_USE_FAST_ALLOCATOR environment variable set to 1?


Thanks,

Peter.

On 17/09/2013 10:09, Bram Ttwheam wrote:
We're doing some pipeline testing ( which is still not complete ) and 
yesterday we rendered the same comp
containing 3D projections , Z-defocus and roto work on 2 identical 
machines . All files were local as were the renders.


The only difference was OS - Windows 7 ( pro' service pack 1 ) versus 
Linux ( Gnome 2.28.2 ).


The Windows box has been  16% slower  over a number of reboots and 
re-renders.


This seems pretty high to me.

Does anybody have some tips for speeding up Windows machines ?

Thanks
Bram
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Re: [Nuke-users] Nuke takes *forever* to unload memory (Windows 7)

2013-09-13 Thread Peter Crossley

Hi,

There were two bugs which were windows specific -

*Bug 35284* 
https://secure.thefoundry.co.uk/bugzilla/show_bug.cgi?id=35284 
-Windows - exit unacceptably slow as mem released in tiny increments; 
substantial farm impact
*Bug 30903* 
https://secure.thefoundry.co.uk/bugzilla/show_bug.cgi?id=30903 
-Drastic difference in render times using the script in different OS


Both of these highlighted that for specific scripts Nuke was vastly 
slower on Windows compared to the other two platforms.


We narrowed this down to the performance of the windows system allocator 
for multi-threaded allocations and deallocations. We replaced the 
windows system allocator with tcmalloc for all allocations done through 
DDImage. For these cases. this solved the problem and resulted in 
performance similar to Osx and Linux. (Note that for the other 
platforms, the system allocators already work in a similar way to 
tcmalloc, so there is little to be gained by switching these allocators 
too). This behaviour can be switched on by an environment variable for 
Nuke 7.0v8, and will be enabled by default in the next major release.


If any users are still experiencing similar problems, including things 
that are non platform specific, then please contact support. Any 
scripts, footage, assets you could provide that exhibit the problem 
would be massively useful, and will help us to identify and fix the problem.


Hope that helps!

Cheers,

Peter.


On 12/09/2013 20:02, Richard Bobo wrote:
Hmm... sounds like a very common problem on more than just the Windows 
platform. Has anyone filed a bug report for this?  It seems like 
having to use the kill the app method to substitute for a normal 
program exit would qualify as a bug...


Rich


On Sep 12, 2013, at 12:10 PM, Diogo Girondi diogogiro...@gmail.com 
mailto:diogogiro...@gmail.com wrote:


I've faced this problem several times in OSX with projects loaded 
with R3D files at full res and camera projections with large JPG 
files. So I don't think it's exclusive to Windows.


In OSX when this happens, clearing the buffers and the disk cache 
will also take forever, so I usually end up force quitting Nuke most 
of the times. It's just quicker.


Ok that the scene memory usage wasn't on the low side, but...



iMac i7 32GB of RAM OSX 10.8.4

cheers,
diogo






On Thu, Sep 12, 2013 at 12:58 PM, Nathan Rusch 
nathan_ru...@hotmail.com mailto:nathan_ru...@hotmail.com wrote:


I've gotten many complaints about this from artists as well, all
running on Linux. So far the best solutions are either A) kill
Nuke, or B) manually clear buffers before closing. The latter
doesn't really avoid the problem though; just makes it less apparent.
I would love some insight into the root of this issue.
-Nathan

*From:* Peter Crossley mailto:cross...@thefoundry.co.uk
*Sent:* Thursday, September 12, 2013 8:53 AM
*To:* nuke-users@support.thefoundry.co.uk
mailto:nuke-users@support.thefoundry.co.uk
*Subject:* Re: [Nuke-users] Nuke takes *forever* to unload memory
(Windows 7)
Ah, Windows 7, just noticed ;)

On 12/09/2013 16:53, Peter Crossley wrote:

Hi Rich,

Is this in a Windows build? If so, and you're using Nuke 7.0v8
you can try setting the environment variable
NUKE_USE_FAST_ALLOCATOR to 1. This might solve your problem.
(Note, this is windows only!)

Cheers,

Peter.

On 12/09/2013 16:36, Richard Bobo wrote:

Hi all,
Just wondering if other folks have an issue with Nuke taking
many minutes to unload a script from memory when it's quitting?
I often end up killing Nuke, instead of letting it finish
closing on its own, since it can take many minutes to slowly
purge itself from memory! If this is a common problem, it seems
like a bug report might be apropos...  Anyone else?
Rich

Rich Bobo
Senior VFX Compositor
Armstrong-White
http://armstrong-white.com/
Email: richb...@mac.com mailto:richb...@mac.com
Mobile: (248) 840-2665 tel:%28248%29%20840-2665
Web: http://richbobo.com/

Destiny is not a matter of chance, it is a matter of choice;
it is not a thing to be waited for, it is a thing to be achieved.
- William Jennings Bryan







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Re: [Nuke-users] Nuke takes *forever* to unload memory (Windows 7)

2013-09-12 Thread Peter Crossley

Hi Rich,

Is this in a Windows build? If so, and you're using Nuke 7.0v8 you can 
try setting the environment variable NUKE_USE_FAST_ALLOCATOR to 1. This 
might solve your problem. (Note, this is windows only!)


Cheers,

Peter.

On 12/09/2013 16:36, Richard Bobo wrote:

Hi all,

Just wondering if other folks have an issue with Nuke taking many 
minutes to unload a script from memory when it's quitting? I often end 
up killing Nuke, instead of letting it finish closing on its own, 
since it can take many minutes to slowly purge itself from memory! If 
this is a common problem, it seems like a bug report might be 
apropos...  Anyone else?


Rich


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

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

Destiny is not a matter of chance, it is a matter of choice; it is 
not a thing to be waited for, it is a thing to be achieved.

- William Jennings Bryan








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Re: [Nuke-users] Nuke takes *forever* to unload memory (Windows 7)

2013-09-12 Thread Peter Crossley

Ah, Windows 7, just noticed ;)

On 12/09/2013 16:53, Peter Crossley wrote:

Hi Rich,

Is this in a Windows build? If so, and you're using Nuke 7.0v8 you can 
try setting the environment variable NUKE_USE_FAST_ALLOCATOR to 1. 
This might solve your problem. (Note, this is windows only!)


Cheers,

Peter.

On 12/09/2013 16:36, Richard Bobo wrote:

Hi all,

Just wondering if other folks have an issue with Nuke taking many 
minutes to unload a script from memory when it's quitting? I often 
end up killing Nuke, instead of letting it finish closing on its own, 
since it can take many minutes to slowly purge itself from memory! If 
this is a common problem, it seems like a bug report might be 
apropos...  Anyone else?


Rich


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

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

Destiny is not a matter of chance, it is a matter of choice; it is 
not a thing to be waited for, it is a thing to be achieved.

- William Jennings Bryan








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Re: [Nuke-users] Re: Copy/Paste is causing Nuke to crash

2013-04-16 Thread Peter Crossley

HI guys,

We've been so far unable to reproduce this internally at The Foundry, 
however it's a serious issue and we'd like to fix it ASAP.


If you're experiencing this, and have any detailed reproduction steps, 
it would be very much appreciated if you could send them to 
supp...@thefoundry.co.uk.


Also, if you experience the bug consistently, could you please try 
running Nuke in safe mode (with the --safe option), and see if the 
problem persists. Again, if this makes any difference we'd like to hear 
about it.


Thanks in advance,

Peter.

On 06/04/2013 05:17, blented wrote:

Same here, Nuke 7.0v5

Any copy operation crashes Nuke.


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Re: [Nuke-users] alembic geometry import

2013-01-02 Thread Peter Crossley

Hi,

If it's possible could you email your abc file to 
supp...@thefoundry.co.uk so that we can look into it for you?


Regards,

Peter.

On 12/12/2012 15:46, tk421storm wrote:

Hey all -

I'm having trouble with Nuke 7 importing alembic geometry. I've 
created and animated a mesh in C4D, then outputted that animation to 
alembic. If I read it into houdini, it looks great. However, when I 
read it into Nuke it seems to reduce my geometry to the simpliest 
bounding box - instead of a mesh, I get a cube where the box should 
be. Any ideas?


Thanks.


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Re: [Nuke-users] alembic geometry import

2013-01-02 Thread Peter Crossley

Hi,

If it's possible could you email your abc file to
supp...@thefoundry.co.uk  so that we can look into it for you?

Regards,

Peter.

On 12/12/2012 15:46, tk421storm wrote:

Hey all -

I'm having trouble with Nuke 7 importing alembic geometry. I've 
created and animated a mesh in C4D, then outputted that animation to 
alembic. If I read it into houdini, it looks great. However, when I 
read it into Nuke it seems to reduce my geometry to the simpliest 
bounding box - instead of a mesh, I get a cube where the box should 
be. Any ideas?


Thanks.


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Re: [Nuke-users] 6.3v8 OCIO display lut

2012-07-06 Thread Peter Crossley
Hi Andrew,

With regards the purple bug, this was found and fixed at the Foundry a
couple of weeks ago. It was due to the OCIODisplay node writing to a wrong
channel. This will appear in a future Nuke release, but if you or somebody
at your facility can rebuild the Nuke nodes, we can post a code patch to
you.

I'm not in the office now until the end of next week, but if Mr Pearson is
reading this perhaps he can send you the patch?

Sean, I'll make sure you guys get the patch as well.

Regards,

Peter.

On Thu, Jul 5, 2012 at 10:42 PM, and...@mirada.com wrote:

 **
 Its understandable for other software packages to be accounted for and
 even though i've been talking about 1D unweighted viewer only transforms I
 understand the issues with any other scenario.

 As far as only the Red and Blue of sub layers being affected, Sean the
 script is below however it seems best to change the OCIO layer selection
 from 'all' to 'RGB' to keep everything else viewed as linear and unaffected
 but the view lut.

 Cheers

 Andrew



 

 set cut_paste_input [stack 0]
 version 6.3 v8
 push $cut_paste_input
 Ramp {
  p1 {100 1224}
  name Ramp1
  selected true
  xpos 1051
  ypos -294
  postage_stamp true
 }
 add_layer {reflect reflect.red reflect.green reflect.blue}
 Shuffle {
  out reflect
  name Shuffle3
  label rgb  \[knob out] to\ntest SubChannels
  selected true
  xpos 1051
  ypos -206
 }
 OCIODisplay {
  view {{2} None sRGB rec709}
  name OCIODisplay1
  selected true
  xpos 1051
  ypos -129
 }
 set N53e8350 [stack 0]
 Dot {
  name Dot2
  selected true
  xpos 1203
  ypos -125
 }
 Shuffle {
  in reflect
  alpha black
  name Shuffle2
  label \[knob in]  rgb
  selected true
  xpos 1169
  ypos -95
 }
 Text {
  message Reflect
  font /usr/share/fonts/truetype/ttf-bitstream-vera/Vera.ttf
  xjustify center
  yjustify center
  box {1566 12 1910 142}
  center {1024 778}
  name Text6
  label Reflect
  selected true
  xpos 1169
  ypos -57
 }
 Crop {
  box {1365.33 0 2048 1556}
  name Crop3
  selected true
  xpos 1169
  ypos -19
 }
 push 0
 push $N53e8350
 Dot {
  name Dot3
  selected true
  xpos 982
  ypos -125
 }
 Text {
  message RGB
  font /usr/share/fonts/truetype/ttf-bitstream-vera/Vera.ttf
  yjustify center
  box {324 12 668 142}
  center {1024 778}
  name Text1
  label RGB
  selected true
  xpos 948
  ypos -54
 }
 Crop {
  box {0 0 682.667 1556}
  name Crop1
  selected true
  xpos 948
  ypos -16
 }
 push $N53e8350
 Shuffle {
  in alpha
  alpha black
  name Shuffle1
  label \[knob in]  rgb
  selected true
  xpos 1051
  ypos -93
 }
 Text {
  message Alpha
  font /usr/share/fonts/truetype/ttf-bitstream-vera/Vera.ttf
  xjustify center
  yjustify center
  box {858 12 1202 142}
  center {1024 778}
  name Text5
  label Alpha
  selected true
  xpos 1051
  ypos -55
 }
 Crop {
  box {682.667 0 1365.33 1556}
  name Crop2
  selected true
  xpos 1051
  ypos -17
 }
 Merge2 {
  inputs 3+1
  name Merge1
  selected true
  xpos 1051
  ypos 53
 }



 

 MIRADA
 Purveyors of Handmade Storytelling,
 Since 2010

 4235 Redwood Avenue
 Los Angeles, CA 90066+1 424 216 7470mirada.com

 Please consider the environment before printing this email.

 This communication is confidential and may contain legally privileged 
 information related to Mirada. If you are not the named recipient, please 
 contact us immediately and delete this message and attachments. You must not 
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 deemed as given or endorsed by Mirada unless otherwise indicated by an 
 authorized representative independent of this message.


 On 07/05/2012 02:15 PM, Howard Jones wrote:

  Small correction

  When viewing the reflection layer in the OCIO Display I do see a shift
 through this node or the standard colourspace node however downstream
 through the shuffles I see no shift. But again no purple

 Howard

--
 *From:* Howard Jones mrhowardjo...@yahoo.com mrhowardjo...@yahoo.com
 *To:* Nuke user discussion 
 nuke-users@support.thefoundry.co.uknuke-users@support.thefoundry.co.uk
 *Sent:* Thursday, 5 July 2012, 22:09
 *Subject:* Re: [Nuke-users] 6.3v8 OCIO display lut

   Only RGB channels from the RGBA layer are affected - the alpha is not
 and this has been the case for several years now in Nuke.
 This is the correct and desired behaviour, though admittedly seems strange
 at first.

  Any other embedded layers in an exr file are (or should be) treated as
 linear and no conversion is applied.


  Testing your script though I am not seeing the purple you are seeing.
 RGB is changed but Alpha and reflection are identical.
 Nuke 6.3v8 -MacOSX Lion

 Howard

--
 *From:* and...@mirada.com and...@mirada.com 
 

Re: [Nuke-users] Re: DiskCache node

2012-05-10 Thread Peter Crossley

Hi,

I think you're confusing two different caching mechanisms here.

The local file cache is designed to make loading of your source files 
faster. Essentially this just makes a local copy of the file you're 
reading. This has some overhead the first time you use it (the progress 
bar you see when you hit update all), but from then on, whenever you 
work on that script it will always load from the local file cache, hence 
avoiding network traffic, resulting in faster file loads.


The playback caching is actually caching the output from the Viewer. 
This is different from the local file cache, since you may have ops 
downstream of your read node which affect the output. When you play back 
the first time, the viewer output (ie the output image resulting from 
every op in your tree) is cached to disk every frame. The second time 
you play back, the viewer output is read from disk, avoiding potentially 
expensive re-calculation of the image every frame. This cache will be 
used until you change something in your tree, in which case the output 
will need to be recalculated and re-cached.


Hope that makes things a little clearer,

Peter.

On 10/05/2012 14:57, chrissowa wrote:

but why is the viewer caching a second time on disk?
thats a strange behaviour:

1. copy files from network to disk (Cache-Update All)
2. playing back once (disk to disk transfer?)
3. playback is okay


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Re: [Nuke-users] Re: Toolsets menu loading hidden files and displaying them as folders

2012-02-01 Thread Peter Crossley

Hi,

On 31/01/2012 22:24, Anthony Kramer wrote:

I found this in the python docs: nuke.addToolsetExcludePaths(paths)

I tried adding it to my menu.py but it doesn't seem to do anything. I 
even confirmed that its grabbing the paths I specify in my menu.py by 
running a print nuke.getToolsetExcludePaths() from the script 
editor. Anyone have any experience with this function?


I just had a quick look at the code for this (which is in 
plugins/nukescripts/toolsets.py, traversePluginPaths()). Currently this 
just allows you to exclude any of the nuke plugin paths from the search 
(so if you added .nuke, you *shouldn't* see any toolsets stored under 
.nuke/ToolSets appearing in the list





On Tue, Jan 31, 2012 at 1:25 PM, Anthony Kramer 
anthony.kra...@gmail.com mailto:anthony.kra...@gmail.com wrote:


We have our nuke install under version control and so there are
hidden .svn files stored on the file system. The ToolSets menu
seems to think these are folders it should load so every level of
the menu has a .svn folder with a bunch of sub folders. Any one
have any ideas how I can get nuke not to display those folders?

nuke 6.3v6 on linux



Unfortunately there's no way to do this currently. You can exclude the 
entire .nuke/ToolSets directory, but if you don't exclude it everything 
below there will appear in the menu (including .svn folders).


However it shouldn't be too difficult to change the logic to support 
what you want. I've logged the bug


*Bug 24709* 
https://secure.thefoundry.co.uk/bugzilla/show_bug.cgi?id=24709 
-Toolsets - .svn folders are appearing in the toolset menu


I'll keep you updated on progress.

Cheers,

Peter.



-Anthony




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Re: [Nuke-users] shared toolsets

2011-11-21 Thread Peter Crossley

Hi Paul,

Yes, currently all Toolsets get saved in the .nuke directory and must be 
manually copied to a shared location if you'd like them to be made 
available to ther users. I guess it would be possible to add a 
preference for Toolset save location, but this could be have a potential 
for problems if a user forgets that they have this option set and 
accidentally polutes a shared location with all their personal toolsets ...


How would you like this to work? Is it literally just being able to 
override the default location?


Regards,

Peter.

On 20/11/2011 20:13, Paul Raeburn wrote:

I'm trying to work out how to allow users to save toolsets for other people to 
pick up.  By default when you use the Create function, they get saved in your 
~/.nuke/ToolSets directory.  If you make a toolsets directory in the nukepath 
elsewhere the menu items show up for everybody, which is great, but I would 
like users to be able to be able to save a snippet for other people to be able 
to grab.

I have tried making a sub dir in the communal nuke path location of ToolSets/stuff and 
then creating a stuff/test toolset, but I get the an additional [user] stuff 
menu item and it still gets saved in mu ~/.nuke/ToolSets

Is this just not possible, do you have to manually copy to make communal 
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Re: [Nuke-users] caching and localising preferences

2011-10-26 Thread Peter Crossley


Hi Jean-Luc,

Nuke does stat both the local and original versions of the files before 
loading, so if the non-local version is updated Nuke *should* load that 
one. If you see different behaviour, then that's a bug, so you should 
probably send a report to support.


However, if Nuke does detect that the non-local version is more recent, 
it won't automatically update the locally cached version. In this case 
you need to click on the Update all option to get your local cache up 
to date.


It would be possible to change this behaviour to either re-cache, or 
warn the user (this is a first iteration of this feature, so we're 
expecting to make changes based on user feedback). Perhaps a warning by 
default, with an optional re-cache now? dialog in gui mode might be 
the safest way to do it? (With a user preference to disable the dialog 
and just show the warning)


Regards,

Peter.



On 25/10/2011 21:58, jean-luc wrote:

ok good to know

One more question regarding updates. If a new version of a sequence is 
rendered with the same name, Nuke wouldn't see it would it?
For instance is a roto is updated but overwritten with the same files 
name/path, we would have to manually update the local  copy? Would it 
be possible to incorporate a automatic check that would ensure the 
local copy is always more recent than the original file? (and either 
delete copy with a warning or update the copy)


On Tue, Oct 25, 2011 at 10:32 PM, Peter Crossley 
cross...@thefoundry.co.uk mailto:cross...@thefoundry.co.uk wrote:


Hi,

Yes, Frank is correct. Currently Nuke doesn't do any clean-up
management on the local cache folder and it must be done manually.
This issue is already logged as a feature request:

*Bug 21091*
https://secure.thefoundry.co.uk/bugzilla/show_bug.cgi?id=21091
-Add ability to delete locally cached files from within Nuke.

Regards,

Peter.



On 25/10/2011 03:25, Frank Rueter wrote:

yes, I guess it's a good idea to manually remove the cache files
when done. Don't think there is a mechanism built in for that
(which would be a nice option though to keep your disk tidy)

On Oct 25, 2011, at 12:45 PM, jean-luc wrote:


Ok got it!

I thought the localising process was automatic... I didn't
realise you had to manually make it cache...
So what happens when the files are marked always and you're
finished with your shot. Do you have to manually un-cache the
files too? There's no size limit on the localise folder so I
wonder if it's going to slowly fill up my local disk until it
chokes!

Cheers
jean-luc

On Tue, Oct 25, 2011 at 11:55 AM, Frank Rueter
fr...@beingfrank.info mailto:fr...@beingfrank.info wrote:

Hi Jean-Luc,

you either have to set the Read nodes you want to localise
to cache locally = always or set the local file
auto-cache path in the preferences to the root directory
shared by all file paths you want to localise (i.e.
'/server/shows/' ). In the latter case the Read nodes' set
to cache locally = auto will be checked if they point to
the server path and if they do, they will be localised.

Once set use one of the options in Cache/Local File Cache
to start the localising process.


It took me a moment to figure out as well, but the tooltips
helped.


Cheers,
frank



On Oct 25, 2011, at 11:24 AM, jean-luc wrote:

 Hi There

 I am trying to use the localizing and caching Nuke 6.3 but
even after changing my preferences it does nothing.
 attached is a snapshot of my prefs.
 When I start Nuke It still tells me that I am using around
94% of my 100Gb of disk cache (it should be 1000Gb)
 When I go to the /local1/NukeLocalise folder, it is
completely empty

 Is there something else I should be doing?

 Thanks
 Jean-luc

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Re: [Nuke-users] caching and localising preferences

2011-10-25 Thread Peter Crossley

Hi,

Yes, Frank is correct. Currently Nuke doesn't do any clean-up management 
on the local cache folder and it must be done manually. This issue is 
already logged as a feature request:


*Bug 21091* 
https://secure.thefoundry.co.uk/bugzilla/show_bug.cgi?id=21091 -Add 
ability to delete locally cached files from within Nuke.


Regards,

Peter.



On 25/10/2011 03:25, Frank Rueter wrote:
yes, I guess it's a good idea to manually remove the cache files when 
done. Don't think there is a mechanism built in for that (which would 
be a nice option though to keep your disk tidy)


On Oct 25, 2011, at 12:45 PM, jean-luc wrote:


Ok got it!

I thought the localising process was automatic... I didn't realise 
you had to manually make it cache...
So what happens when the files are marked always and you're 
finished with your shot. Do you have to manually un-cache the files 
too? There's no size limit on the localise folder so I wonder if it's 
going to slowly fill up my local disk until it chokes!


Cheers
jean-luc

On Tue, Oct 25, 2011 at 11:55 AM, Frank Rueter fr...@beingfrank.info 
mailto:fr...@beingfrank.info wrote:


Hi Jean-Luc,

you either have to set the Read nodes you want to localise to
cache locally = always or set the local file auto-cache
path in the preferences to the root directory shared by all file
paths you want to localise (i.e. '/server/shows/' ). In the
latter case the Read nodes' set to cache locally = auto will
be checked if they point to the server path and if they do, they
will be localised.

Once set use one of the options in Cache/Local File Cache to
start the localising process.


It took me a moment to figure out as well, but the tooltips helped.


Cheers,
frank



On Oct 25, 2011, at 11:24 AM, jean-luc wrote:

 Hi There

 I am trying to use the localizing and caching Nuke 6.3 but even
after changing my preferences it does nothing.
 attached is a snapshot of my prefs.
 When I start Nuke It still tells me that I am using around 94%
of my 100Gb of disk cache (it should be 1000Gb)
 When I go to the /local1/NukeLocalise folder, it is completely
empty

 Is there something else I should be doing?

 Thanks
 Jean-luc

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