Re: [Nuke-users] Module nukescripts.renderdialog question

2012-07-11 Thread Wouter Klouwen

Hello Dennis,


On 11/07/2012 01:21, Dennis Davis wrote:

Was just trying to figure out how to put my frame range into the custom
field.


It is possible using some functions in renderdialog that set up default 
states for the various knobs:


nukescripts.setRenderDialogDefaultOption(frame_range_string, 1,2,3,4)
nukescripts.setRenderDialogDefaultOption(input, custom)

What's important to understand is that the renderdialog really is just 
something nice for the user to use and it's just a wrapper for the 
nuke.executeMultiple() and  nuke.executeBackgroundNuke() functions.


Chances are, you really want to create your own dialog (not difficult) 
to drive nuke.executeMultiple() in the way you want.


HTH,
Wouter



Thank you for the help

Dennis

Sent from my iPhone

On Jul 10, 2012, at 6:36 PM, Frank Rueter fr...@beingfrank.info
mailto:fr...@beingfrank.info wrote:


I'm not understanding. If you already have a frame range why open the
render dialog at all?


On 11/07/12 10:34 AM, dennis wrote:

In this document:

http://docs.thefoundry.co.uk/nuke/63/pythonreference/nukescripts.renderdialog-pysrc.html


under def __init__ I found a reference for what I need.
I just don't know how to access it.

I would like to add data to these by changing input to custom and
put in a frame range string.

# Frame range knobs
self._rangeEnum = nuke.Enumeration_Knob( frame_range, Frame
range, self._specialRanges self._viewers.keys() )
self._state.setKnob(self._rangeEnum, input) CHANGE THIS TO custom
self.addKnob( self._rangeEnum )
self._frameRange = nuke.String_Knob( frame_range_string, ) ADD A
FRAME RANGE STRING HERE
self._frameRange.clearFlag(nuke.STARTLINE)
if self._rangeEnum.value() == custom:
self._state.setKnob(self._frameRange, str(nuke.root().frameRange()))
else:
self._setFrameRangeFromSource(self._rangeEnum.value())

Can anyone please help me with this?
Thank you in advance for any help.

dennis


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Re: [Nuke-users] Probably a very simple question about viewer luts

2012-07-05 Thread Wouter Klouwen

On 05/07/2012 09:16, Peter Hartwig wrote:

My colleagues argument was that on sRGB monitors
you need to set it to rec709 to see how it would look on a rec709
display


If you set the viewer lut to rec709, you're looking at footage that may 
be displayed as rec709, but as your monitor is likely an sRGB, so it 
will apply another colour conversion and it won't look like what it 
would look like on a rec709 screen.


There is a difference between the actual colour values of the pixels and 
what you see on the screen.



HTH

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Re: [Nuke-users] Cores, Ghz, and GPU for Nuke 7

2012-06-25 Thread Wouter Klouwen

On 22/06/2012 18:36, Nathan Rusch wrote:

Nuke is still primarily I/O bound in all situations, and while having
upwards of 24 GB of RAM is nice, it is by no means a requirement.


The more RAM you have, the more files the OS can keep in it's file 
cache, relieving I/O stresses.


--Wouter

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Re: [Nuke-users] Inserting timecode into metadata field

2012-06-13 Thread Wouter Klouwen

Hi Toki,

what version of Nuke are you using and on what platform? There should be 
a 'write time code' check box among the codec options on the Write node 
(next to the 'units' knob and below the 'audio offset').


Enabling this will write time codes as long as it's called 
input/timecode, which you can add though ModifyMetaData. The tooltip 
should explain it in more detail.


If you don't have this knob, it's time to upgrade. :)

HTH,
Wouter


On 13/06/2012 18:32, Toki Wartooth wrote:

Hi All..

I have some ProRes444 Quicktimes that I am processing through Nuke..
Adding TC Burn-in, file name etc.  I am reading all of this from
metadata, and outputting to Quicktime in a different codec.  When I do a
compare of the metadata, I see no value for input/timecode on the output
clip.  I'd love to copy that value from the source and add it to the
result.  I started with Add Time code, and the CopyMetaData, but it does
not seem to be adding the value.. It's possible I am doing this wrong.
Anyone have any ideas.. My editor would really love for the TC to be in
the metadata..

Cheers..




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Re: [Nuke-users] Nuke crash on OSX when quitting or closing project

2012-05-24 Thread Wouter Klouwen

On 24/05/2012 08:53, Johan Boije wrote:

I'm on a Snow Leopard mbpro and have the same problem so not sure it has
to do with Lion?


Hi Johan,

if you have a crash on Snow Leopard when quitting or closing, could you 
please send support reproduction steps as it's likely it's not the same bug.


Thanks,
Wouter

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Re: [Nuke-users] Nuke crash on OSX when quitting or closing project

2012-05-24 Thread Wouter Klouwen

Hi Howard,

On 24/05/2012 09:32, Howard Jones wrote:

I've had this on Snow leopard and Lion.
Cant remember if I've seen it on 6.3v7 yet though.


If you've had these crashes on Snow Leopard they're likely another bug. 
Any repro steps  scripts would be helpful in this case.



I thought Lion had been supported from this version onwards though??


Lion will likely remain unsupported for 6.3.

Thanks,
Wouter

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Re: [Nuke-users] Nuke crash on OSX when quitting or closing project

2012-05-22 Thread Wouter Klouwen

On 22/05/2012 15:25, iclemens wrote:

Almost every time when I quit nuke or close a current project nuke
crashes on me after all windows are closed. I have a clean install of OS
X 10.7.4 and nuke6.3v6 running. I also had this behaviour with 10.7.3.
This occurs on my Mac Pro as well as my MacBook Pro.
I cannot seem to find any other reference to this problem.
Any ideas?


Hello,

This was filed as bug 20550 and fixed for 6.3v7.

It should be noted that OS X Lion is not an officially supported 
platform. We would of course recommend you only use Nuke on supported 
platforms but if you do encounter any bugs on Lion, let support know.


Thanks,
Wouter


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Re: [Nuke-users] Quicktime pixel aspect ratio

2012-05-02 Thread Wouter Klouwen
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Re: [Nuke-users] how do i get nuke to say Render Complete

2012-03-30 Thread Wouter Klouwen

On 30/03/2012 16:29, Ron Ganbar wrote:

I ran this in Nuke. I didn't get an error, but I didn't a sound either.
Do I have to have this sound file somewhere? Do I have to feed it a
path? Or does it have to be in my .nuke folder?


Just feed it a path to a .wav file on your system. It can be relative or 
absolute.


HTH,
Wouter


Thanks,
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 30 March 2012 18:25, Wouter Klouwen wou...@thefoundry.co.uk
mailto:wou...@thefoundry.co.uk wrote:

On 30/03/2012 16:00, Ron Ganbar wrote:

  2. Can it make the OS (Nuke can't do this internally) play a
sound?


http://www.pyside.org/docs/__pyside/PySide/QtGui/QSound.__html
http://www.pyside.org/docs/pyside/PySide/QtGui/QSound.html

from PySide.QtGui import *
QSound.play(withbellson.wav)


Awesome. :D

HTH


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Re: [Nuke-users] windows box seems unstable and memory hogging?! :(

2012-03-29 Thread Wouter Klouwen

Hi Neil,

have you tried running a memory test on your machine just to eliminate 
that as a possible source of problems?


http://www.memtest.org/

Thanks,
Wouter

On 29/03/2012 17:28, Neil Scholes wrote:

Yes - I have submitted as a bug - trouble is they can't seem to replicate...

so im hoping ill be able to find a repeatable cause - as i say it comes and 
goes - weird but defo an issue.


Neil Scholes

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






On 29 Mar 2012, at 15:26, Peter Hartwig wrote:


Has anyone submitted this to the foundry... I have NOOO idea what kind
of logins etc we have here at the company, i'm just the dumb user =)
but i guess you need some sort of id or login to submit such a report?

Peter Hartwig



On Thu, Mar 29, 2012 at 4:19 PM, Diogo Girondidiogogiro...@gmail.com  wrote:

Same thing here regarding the cache settings but we've noticed that RAM usage 
peaks when you open the curve editor. And keeps peaking until Nuke crashes.

Restarting Nuke temporarily fixes the issue of sluggishness though.


On 29/03/2012, at 11:16, Neil Scholesn...@uvfilms.co.uk  wrote:


Yes ive been having similar problems although experience in the Node graph - 
immense slow downs which go once you restart - ti comes and goes and i haven't 
yet discovered the problem cause.

I have aggressive caching on and off - and makes no discernible difference to 
solving the problem.



Neil Scholes

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






On 29 Mar 2012, at 12:57, Peter Hartwig wrote:


ah ok, 'glad' to hear it's not just us. we're on 6.3v2 here so maybe a
rollback is the solution.

pete

On Thu, Mar 29, 2012 at 1:50 PM, Diogo Girondidiogogiro...@gmail.com  wrote:

We've been noticing a similar RAM eating problem when running 6.3v6 on
CentOS5. As as soon as you open a curve editor with a few keyframes in it,
Nuke unleashes a RAM pac-man that eats everything until it brings Nuke to
the ground crashing it.

I've contacted the support and they were looking into it.

For now the solution here was to rollback to 6.2.


diogo

On Thu, Mar 29, 2012 at 4:46 AM, Peter Hartwigpeter.hart...@gmail.com
wrote:


Hey All

I have a quick question... I just got a new workstation at work,
having used a macpro for ages, it was just not stable enough when
doing 3d. The new machine is a windows 7, 4.2ghz i7 processor, 32gis
of ram, nvidia gtx 580 graphics card and a 120gig ssd drive for cache,
and of course 8gbit fibre to the san.
It's REALLY fast. But it has a couple of wierd issues that i was
thinking that someone on the list might have some solutions to...

- It eats memory for breakfeast. Scripts that would run ok on the
16gig macpro  now easily use 29-31 gigs of ram, slowing the machine to
a halt. The scripts aren't that horrible so i can't imagine whats
going on.
- I've upgraded to the latest nvidia drivers, but i still get loads of
artifacting, parts of windows freezing and such in the viewport.
- It's REALLY fast, then wait... nothing happens for a few seconds,
then it's really fast again. This can happen anywhere from once a
minute to once an hour...

I read files from the san and cache on the local ssd drive.


Any takers?

Pete
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Re: [Nuke-users] Network performance and Nuke

2012-02-28 Thread Wouter Klouwen

What protocol are you using? NFS? SMB?

On 28/02/2012 00:59, Gavin Greenwalt wrote:

So I've been trying to improve our GigE performance rendering Nuke comps
with NAS footage and I was noticing that my network performance never
peaked above 100mbps.   Thinking there was surely something wrong with
my connection to our network I did some physical and software testing to
ensure the link was GigE and not 100Mbps between my system and the file
server.

After confirming I was in fact running a full GigE connection I tested
the throughput with some benchmarking and found that NAS Disk - My
System could deliver ~450mbps sustained performance.   So clearly it's
not the network or the file system's disk.

Any ideas on what's going on?  Do I need to increase frame size or
something simple to make network rendering feasible? I would like to see
my CPU usage go above 10-20% when rendering off the network.I have
to say the fact that it saturates up to 100mbps really makes me
suspicious it's a bug/glitch somewhere.  Any insight would be welcome.

Gavin Greenwalt
Straightface Studios


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Re: [Nuke-users] Quicktime gamma 1.8

2012-02-07 Thread Wouter Klouwen
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Re: [Nuke-users] spline warper

2012-02-06 Thread Wouter Klouwen

On 06/02/2012 06:29, Randy Little wrote:

Has anyone found that making a border shape in the spline warper in
6.3v4 doesn't do anything?  BBox boundary works ok but as soon as you
turn off BBOX boundary curve all the boundary curves fail.


Hi Randy,

Could you send a repro script?

Thanks,
Wouter

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Re: [Nuke-users] SplineWarp python question

2012-01-04 Thread Wouter Klouwen

On 04/01/2012 15:27, Magno Borgo wrote:

Like this:
***

import nuke.rotopaint as rp
SplineWarpNode = nuke.createNode('SplineWarp3')
curvesKnob = SplineWarpNode['curves']
shape = rp.Shape(curvesKnob)

   ^
   \- this is the problem



***
shape gives: TypeError: argument 1 must be (unspecified), not
_splinewarp.SplineKnob


Unfortunately the error message is most unhelpful here though.


I know that rotopaint node uses _rotopaint.RotoKnob and when i try
shape = rp.Shape(curvesKnob)on a roto node it works.

So which method should i use to create shapes inside a SplineKnob?


You are mixing the rotopaint and splinewarp Python bindings. While they 
reuse code, they have different runtime objects.

To make it work, import the splinewarp module instead of rotopaint, like so:
  import nuke.splinewarp as sw
then you can do:
  shape = sw.Shape(curvesKnob)

And for the rest of the code keep in mind that you shouldn't mix the 
splinewarp and rotopaint modules.



HTH,
Wouter


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Re: [Nuke-users] roto node opening freezes nuke

2011-12-08 Thread Wouter Klouwen

Hello Nick,

the more examples we have, the more we can test to see that our changes 
will make a difference in real world scenarios, so if you have scripts 
that you can send to support, please do so.


Thanks

On 08/12/2011 12:02, Nicholas Lambert wrote:

Thanks for the update on this Wouter, I'm having
a really slow time with imports from mocha. Even
moving keyframes in the dope sheet hangs Nuke
for quite a while.

As Jesse said, it all looks single threaded, I'm on
a 2010 12 core MacPro, 24GB ram 0SX 10.6.8 
this is with NukeX 6.3.6.

If you need any examples let me know  I'll get them
to you.


atb,
Nick
---
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Re: [Nuke-users] Bezier/Roto curve interpolation types?

2011-10-14 Thread Wouter Klouwen

Hello Bruce,

it took some digging, but the description is below. There is a bug 
logged with regards to the documentation. Please add your voice to 10633 
through support.


Please let me know if you need more details,

Thanks

---
A roto shape has two cubicCurves in a curveGroup. The first curve is the 
main

curve and the second curve is the feather curve.
The feather and tangent control points are relative to each other,. For a
bezier curve, the main left/right tangents and feather point
are relative to the main point. The feather left/right tangents are 
relative to

the feather point. For a bspline curve, the feather point
is relative to the main point. Control points are in triplets for the bezier
curve.

[] denotes optional
 denotes zero or more
string denotes a string
'word' denotes a key word

Tree
  'AnimTree:' name '{' 'Version:' versionNumber Transform 'Flag:' flag
'RootNode:' 1 TreeNode '}'

TreeNode
  'Node:' '{' Node 'NumOfChildren:' numOfChildren TreeNode '}'

Node
  'NodeName:' name '{' Flag:' flag 'NodeType:' nodeType Layer | 
CurveGroup |

CubicCurve ['NumOfAttributes:' numOfAttributes Attribute] '}'

The nodeType specifies which type is to be written, i.e. 1 (Layer), 3
(CurveGroup), 5 (CubicCurve).
If the NumOfAttributes is one or more then write the attributes.

Layer
  Transform

CurveGroup
  'CurveGroup:' name '{' Transform 'Flag:' flag 'NumOfCubicCurves:'
numOfCubicCurves CubicCurve ['NumOfAttributes:' numOfAttributes 
Attribute]

'}'

CubicCurve
  'CubicCurve:' name '{' Transform 'Type:' type 'Flag:' flag ['Tension:'
tension] 'Dim:' numOfDims 'NumOfPoints:' ControlPoint ['NumOfAttributes:'
numOfAttributes Attribute] '}'

Attribute
  AttributeName CurveView

Transform
  ['Transform:' [name] transformOrder rotationOrder Tx Ty Rz Sx Sy Skew
Pivotx Pivoty]

The Transform is not written if it is the default. The Tx, Ty, etc are
CurveViews.

ControlPoint
  [name] flag CurveView numOfAttributes attributeName AnimCurve

The number of CurveView in CurveView is either 2 or 3.

CurveView
  short form: AnimCurve
  long form: numOfCurveViews curveViewName AnimCurve

If the numOfCurveViews is one then write the short form.

AnimCurve
  short form: S numOfKeys short form AnimCurveKey [constantValue]
  long form: L curveType flag curveTension interpType preType postType
expressionString useExpression numOfKeys long form AnimCurveKey
[constantValue]

The constantValue is written out if the numOfKeys is not one.
interpTypes are 0 (step), 1 (linear), 2 (cubic),
preType and postType interpolation are 0 (constant), 1 (linear), 2 (cycle)

AnimCurveKey
  short form : time value
  long form : name time value leftTangentX leftTangentY rightTangentX
rightTangentY interpType flag
---

On 11/10/2011 20:24, bjl70 wrote:

Hi All,

I have searched for this info, but as yet no luck. hopefully some
knowledgeable Nuker can help...

Bezier node:

I can't seem to find what the different curve interpolation types refer
to exactly in the Bezier node curve shape field.
As in:
shape {{curve [Z] x1 0 [s0] ...}}
where 'Z' is zero or more of the following:
['i', 'k', 'l', 'C', 'L', 'R', 'K']

I have got as far as:
C = Cubic
L = Linear (or Horizontal if the keyframe pairs are followed by 's0')
R = Catmull-Rom
K = Constant
Smooth interpolation leaves the field blank

but what do the 'i', 'l', 'k' refer to?

Also, what exactly does the 's0' in a curve with Horizontal
interpolation refer to?

Roto node:

I have found that the curve interpolation types are controlled by an
integer which relates more or less to the Bezier curve interpolation
flags above. Specifically:
516 = Cubic
258 = Linear
515 = Catmull-Rom
275 = Horizontal
256 = Smooth

Does anyone have access to a full description of all the parameters and
permutations for curve interpolation type for Bezier and Roto nodes?

Thanks in advance.

Bruce Lamond
Software Developer
Deluxe 3D/StereoD


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Re: [Nuke-users] Bezier/Roto curve interpolation types?

2011-10-12 Thread Wouter Klouwen
Hi Bruce,

from memory 's0' refers to the slope of the tangent, which in Horizontal
should have no effect. I have a list of what they all refer to, and I'll
dig some info out for you when I get to work.

   Wouter

On Tue, 11 Oct 2011 20:24:31 +0100, bjl70
nuke-users-re...@thefoundry.co.uk wrote:
 Hi All,
 
 I have searched for this info, but as yet no luck. hopefully some
 knowledgeable Nuker can help...
 
 Bezier node:
 
 I can't seem to find what the different curve interpolation types refer
to
 exactly in the Bezier node curve shape field. 
 As in:
 shape {{curve [Z] x1 0 [s0] ...}}
 where 'Z' is zero or more of the following:
 ['i', 'k', 'l', 'C', 'L', 'R', 'K'] 
 
 I have got as far as:
 C = Cubic
 L = Linear (or Horizontal if the keyframe pairs are followed by 's0')
 R = Catmull-Rom
 K = Constant
 Smooth interpolation leaves the field blank
 
 but what do the 'i', 'l', 'k' refer to?
 
 Also, what exactly does the 's0' in a curve with Horizontal
interpolation
 refer to?
 
 Roto node:
 
 I have found that the curve interpolation types are controlled by an
 integer which relates more or less to the Bezier curve interpolation
flags
 above. Specifically:
 516 = Cubic
 258 = Linear
 515 = Catmull-Rom
 275 = Horizontal
 256 = Smooth
 
 Does anyone have access to a full description of all the parameters and
 permutations for curve interpolation type for Bezier and Roto nodes?
 
 Thanks in advance.
 
 Bruce Lamond
 Software Developer
 Deluxe 3D/StereoD
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Re: [Nuke-users] change from daily digest

2011-10-11 Thread Wouter Klouwen

On 11/10/2011 12:08, Juan Galva wrote:

  Hi guys,

I would like to cancel the daily digest of my subscription to the
mailing lists (users and python)

how can I achieve that?

thanks


Log into the admin panel for both:
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python

HTH,
Wouter

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Re: [Nuke-users] recommended Linux

2011-10-07 Thread Wouter Klouwen

Linux from Scratch. ;)

Officially we only support RHEL 5 (and CentOS 5).

http://www.thefoundry.co.uk/products/nuke/system-requirements/

HTH,
Wouter


On 07/10/2011 14:04, Joerg Bruemmer wrote:

Hi guys,
just about building up a new Nuke workstation. Any Recommendations about a 
Linux distribution?
Thanks,
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Re: [Nuke-users] frame cycler

2011-09-09 Thread Wouter Klouwen
Adobe just bought some of Iridas' technology. Framecycler remains 
property of Iridas.


HTH,
Wouter

On 09/09/2011 14:00, Randy Little wrote:

I know every one hates frame cyclers but it sort of works.   What is
going to happen now that its Adobe? Will it still be included?

Randy S. Little
http://www.rslittle.com http://reel.rslittle.com




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Re: [Nuke-users] Nuke and Quicktime

2011-08-16 Thread Wouter Klouwen

Hello Ryan,

the QuickTime helper process is not only used for reading and writing 
QuickTime files but also to use the QuickTime VideoOut facility for 
broadcast monitors.
At Nuke's start up it needs to launch a process to detect whether there 
are any supported outputs available. After this the process should exit.


Short of deleting the appropriate libraries there is no way of 
preventing the application from being launched as Nuke needs the 
information it supplies. Obviously doing that is not something The 
Foundry recommends nor supports.


If you are seeing cases of the processes hanging around, please contact 
support and supply the version number of your Nuke install as well as 
Windows version so we can identify cases where this happens.


Thanks,
Wouter

On 16/08/2011 14:19, Ryan O'Phelan wrote:

And what do we need to do to insure that QuickTime helper doesn't
launch? I see it there even if I don't have any apple related write
codes or read nodes.

On Aug 16, 2011 9:10 AM, Alex aleym...@googlemail.com
mailto:aleym...@googlemail.com wrote:
  Hi list,
 
  I was wondering if anyone had been experiencing this problem? And if
so if
  they had found a solution?
 
  Were running nuke 6.3v2 on windows 7 when I close nuke, for someone
else to
  get the license on their workstation
  the license gets lost, and its not until i go into my process on my task
  manager and close down all my instances of
  nuke quicktime helper that the license gets released, this is not
  unworkable just a annoyance really.
 
  Thanks for any help
 
  Alex Dorman



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Re: [Nuke-users] lion - nuke compatibility

2011-08-02 Thread Wouter Klouwen

To be clear, at the moment Lion isn't a supported platform for Nuke.

We have a fix for the crash that happens on start up internally and will 
aim to get this out when it has been properly verified by QA.


Qualified support for Nuke in Lion is on the roadmap for later this year.

HTH,
Wouter

On 02/08/2011 12:21, Randy Little wrote:

works on a clean install of LION pretty solid.   (you put in a new HDD
and install onto that. when installing.)

Randy S. Little
http://www.rslittle.com http://reel.rslittle.com




On Tue, Aug 2, 2011 at 19:02, neur0 nuke-users-re...@thefoundry.co.uk
mailto:nuke-users-re...@thefoundry.co.uk wrote:

__
Question to developers: How long does it take to fix lion - nuke
compatability?

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Re: [Nuke-users] lion - nuke compatibility

2011-08-02 Thread Wouter Klouwen

Rich,

while it may work, The Foundry cannot possibly support any problems 
arising from using the 32 bit version of Nuke on Lion as it's not a 
qualified platform.

Those superb, sexy and shiny 6.3 features won't be available either. :)

   Wouter

On 02/08/2011 17:32, Rich Bobo wrote:

Wouter,

I have been able to run the 32bit version of Nuke 6.2v4 in Lion without any 
problems, so far. Maybe that might be a workaround for some people…? (I know, 
Lion is *not* a qualified platform.  ;^) )  Just sayin'.

Rich


Rich Bobo
http://richbobo.com/

Senior Visual Effects Artist
Kinetic Postr...@kineticpost.com
248.799.0099http://www.kineticpost.com

The world stands aside to let anyone pass who knows where he is going.
- David Starr Jordan


On Aug 2, 2011, at 12:02 PM, Wouter Klouwen wrote:


To be clear, at the moment Lion isn't a supported platform for Nuke.

We have a fix for the crash that happens on start up internally and will aim to 
get this out when it has been properly verified by QA.

Qualified support for Nuke in Lion is on the roadmap for later this year.

HTH,
Wouter

On 02/08/2011 12:21, Randy Little wrote:

works on a clean install of LION pretty solid.   (you put in a new HDD
and install onto that. when installing.)

Randy S. Little
http://www.rslittle.comhttp://reel.rslittle.com




On Tue, Aug 2, 2011 at 19:02, neur0nuke-users-re...@thefoundry.co.uk
mailto:nuke-users-re...@thefoundry.co.uk  wrote:

__
Question to developers: How long does it take to fix lion - nuke
compatability?

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Re: [Nuke-users] Setting new project frame range defaults

2011-06-15 Thread Wouter Klouwen

Set a knob_default on the nuke root first_frame and last_frame knobs.

HTH

On 15/06/2011 17:07, David Schnee wrote:

Anyone know how I can change the default frame range for new Nuke
projects? Defaults to 1-100, want to change that only on new scripts,
not existing saved scripts.

Thanks,
-Schnee

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Re: [Nuke-users] Rotopaint without context set error

2011-05-16 Thread Wouter Klouwen

On 16/05/2011 04:14, j...@mac.com wrote:

What would cause an ‘attempting to evaluate rotopaint without context
set’ error?


It means you've stumbled upon a bug in Nuke. If you can reproduce this, 
please send a script + repro steps to support.


Thanks.


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Re: [Nuke-users] MOV Support?

2011-05-10 Thread Wouter Klouwen

On 09/05/2011 19:18, Nick Guth wrote:

Were on OSX, 10.6. Nuke 64bit 6.2v4.

It seems to work fine with uncompressed mov's. Weird! Converting them
all to sequences is a bit of a pain as most of our stock footage is mov,
but I guess it would help tremendously having them all converted. Thanks
for the help!


Please send support one of your mov files so we can see what's going on 
as compressed mov files should work fine.


Thanks.
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Re: [Nuke-users] Flipbook file format

2011-05-09 Thread Wouter Klouwen

On 07/05/2011 18:35, Julien Chandelle wrote:

By default the flipbook render the sequence in rgb format, but on my
computer and other the render make exr.
I work on nuke 6.2v2. I already check in flipbook.tcl the format it's
correctly set on rgb.


flipbook.tcl is no longer used in 6.2. You can adjust this in 
renderdialog.py instead.



How I can have back rgb file format ?


As Deke said, starting 6.2v3 you can specify it in options, but 
otherwise just search for 'exr' and replace it with 'rgb'.


HTH
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Re: [Nuke-users] MOV Support?

2011-05-09 Thread Wouter Klouwen

On 09/05/2011 18:39, Nick Guth wrote:

Does nuke support mov files? When we use MOV files in our scripts nuke
doesn't seem to render properly. I tried narrowing the script down and
the errors are related to our MOV reads. Running nuke 6.2v4


Nuke supports QuickTime though the native Apple API on Windows and Mac, 
and through ffmpeg on Linux.


ffmpeg isn't perfect and has plenty of issues, especially given that we 
use a fairly old version of it.


The Apple API also isn't perfect and there are problems with some codecs.

What platform are you on and what codec are you using?

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Re: [Nuke-users] deleting roto keyframes

2011-03-28 Thread Wouter Klouwen

It's most likely bug 17345 - delete key button deleting wrong keyframe.

   --Wouter

On 25/03/2011 21:55, Bill Gilman wrote:

Sorry if this has already been covered recently, but I usually check the group 
email headers to see what the issues people are talking about and can't 
remember anything recent.  Is anybody else having trouble deleting roto 
keyframes?  Seems like when I need to delete a keyframe in the middle of a 
sequence, I hit the (minus key) button in the Properties bin and it deletes the 
LAST keyframe (or more than one!) of the roto sequence, not the one for the 
frame I'm currently on.  Obviously, this is a problem.  Also sending to support.

Testify!

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Re: [Nuke-users] Flipbook Output

2011-03-23 Thread Wouter Klouwen
More bad news: there is an additional complication in that the Nuke 
32bit output is much faster than 64bit.


   --Wouter

On 22/03/2011 23:25, Johan Boije wrote:

Good to know. Better performance for the monitor output is probably a
good thing to have. Especially now when Nuke seem to end up in more TVC
oriented projects where clients might expect immediate response and
real-time playback. Stuff that you don't necessarily need when comping
away on a longer project where you can judge comps in context on other
systems.
What also would be great is if the viewer/caching could get even better.
I know work has been done there and performance have been improved. But
it doesn't feel perfect. Not sure if there is anything more that can be
done?

On Tue, Mar 22, 2011 at 11:48 AM, Chris Bevan ch...@thefoundry.co.uk
mailto:ch...@thefoundry.co.uk wrote:

Hi all,

[Disclaimer: this information may be out of date as I haven't been
on the Nuke team for a while, but odds are it's still reasonably
accurate]

Nuke's monitor output was only really written for viewing individual
frames, and not optimised for real-time playback unfortunately.
  Feel free to send a request to support if real-time playback is
important to you, though - the more people who want it, the higher
priority the fix, after all.  I'd always wanted to spend time making
it faster myself, but we just didn't have the opportunity back then.

Turning on monitor output also means a few viewer optimisations,
such as GPU processing, have to be turned off, so that means things
will generally be a bit slower in that case.  The reason for that is
because we need the final processed data to send to the monitor
output card from the CPU rather than the GPU.

Sorry that's not the best news, but hopefully it's useful to know.

- Chris




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Re: [Nuke-users] Roto - Copy values over animation

2011-03-11 Thread Wouter Klouwen

On 11/03/2011 13:36, Howard Jones wrote:

Is there a way to access the right click menu in rotopaint.


Become a Nuke developer. :)

(IOW, no.)


I'd like to assign the ctrl+c to copy point or spline values rather than
animation as it defaults to, and I'm not sure what menu to change


Please file a feature request with support.


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