Re: [Nuke-users] Simple Pixel Shift with wraparound...
Hi, you might also use the UVTile node: Group { name Group1 selected true xpos -98 ypos 77 addUserKnob {20 User} addUserKnob {41 translate T UVTile3.translate} addUserKnob {41 scale T UVTile3.scale} addUserKnob {26 } addUserKnob {41 samples T ScanlineRender2.samples} } Camera2 { inputs 0 focal {{parent.Card2.lens_in_focal}} haperture {{parent.Card2.lens_in_haperture}} vaperture {{parent.Card2.in_vaperture}} name Camera2 label haperture/vaperture: \[expression haperture/vaperture] xpos 365 ypos 271 } set N2e337100 [stack 0] push $N2e337100 Input { inputs 0 name Input1 xpos 248 ypos 75 } Dot { name Dot3 xpos 282 ypos 141 } set N2e3377e0 [stack 0] UVTile2 { wrap_u repeat wrap_v repeat translate {0.5 0.5} name UVTile3 xpos 355 ypos 214 } push $N2e3377e0 Card2 { z 10 lens_in_focal 14.2 lens_in_haperture 18 control_points {3 3 3 6 1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 {0 0 0} 1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 {0.5 0 0} 1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 {1 0 0} 1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0 -0.166716 0} 0 {0 0.5 0} 1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 0} 0 {0 -0.166716 0} 0 {0.5 0.5 0} 1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0 {0 -0.166716 0} 0 {1 0.5 0} 1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 0 {0 1 0} 1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 0 {0.5 1 0} 1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 0 {1 1 0} } name Card2 label width/height: \[expression input.width/input.height] xpos 465 ypos 132 addUserKnob {20 User} addUserKnob {7 in_vaperture l lens-in vaperture R 0 50} in_vaperture {{(\[value input.height]*\[value lens_in_haperture])/\[value input.width]}} } ApplyMaterial { inputs 2 name ApplyMaterial2 xpos 465 ypos 214 } Scene { inputs 2 name Scene2 xpos 475 ypos 271 } push $N2e3377e0 Shuffle { red black green black blue black alpha black name Shuffle6 xpos 248 ypos 363 } ScanlineRender { inputs 3 transparency false ztest_enabled false filter Impulse samples 10 motion_vectors_type distance name ScanlineRender2 selected true xpos 465 ypos 363 } Output { name Output1 xpos 465 ypos 477 } end_group On Fri, Jun 20, 2014 at 1:06 AM, Richard Bobo richb...@mac.com wrote: Hi all, I have found several gizmos that will do a simple pixel shift on an image — x y offsets that wraparound. However, I keep searching in vain for a way to do it with a built-in Nuke node. Isn’t there any way? I guess that’s why these gizmos exist..?(8^\A big thank you to anyone who can tell me about a Nuke node that can do it! Thanks, Rich Rich Bobo Senior VFX Compositor Armstrong White Email: rich.b...@armstrong-white.com http://armstrong-white.com/ Email: richb...@mac.com Mobile: (248) 840-2665 Web: http://richbobo.com/ The world stands aside to let anyone pass who knows where he is going. - David Starr Jordan ___ 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] STMap and filtering with values beyond 1
Hi, I'm trying to repeat a UVmap when values go beyond 1 or below 0 I insert an Expression node like r%1 and g%1 to repeat the normalized values, but I get very hard edges, as if the STMap didn't apply any filtering around the edges of the 0-1 loop I also tried to change the sampled area, putting r(x,y,3,3)%1 into the expression, but it doesn't seem to make a big difference is there a solution? thanks! marco ___ 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] STMap and filtering with values beyond 1
I'm not sure how to do what you suggest: I'm trying to normalize the red (u) and green (v) values, so that 1.8=0.8, 3.3=0.3, and so on see the script below: i need to filter the jagged lines around the edges of the 0-1 loop... a sort of multisample control? BackdropNode { inputs 0 name BackdropNode1 tile_color 0x8e8e3800 label normalize values note_font_size 20 selected true xpos -110 ypos -131 bdwidth 213 bdheight 228 } push $cut_paste_input Reformat { format 512 512 0 0 512 512 1 square_512 name Reformat7 selected true xpos 249 ypos -119 } set N2f869150 [stack 0] Roto { replace true curves {{{v x3f9a} {f 0} {n {layer Root {f 512} {t x4380 x4380} {a} {curvegroup Rectangle1 512 bezier {{cc {f 8192} {px {1 x4248} {{0} {0}} {{x4254 x43a84cce} {x43e31998 x43862664}} {{0} {0}} {{0} {0}} {{x4341cccd x43eeccce} {x43e31998 x43862664}} {{0} {0}} {{0} {0}} {{x4344ccc3 x43f04cca} {x439d0889 x43002aa9}} {{0} {0}} {{0} {0}} {{x4251dde4 x43a82224} {x439d0889 x43002aa9}} {{0} {0 idem} {tx 1 x43a3f333 x43c3f333} {a ft x4040 str 1 spx x4380 spy x4380 sb 1 tt x4110 opc x3f051eb8}} toolbox {selectAll { { selectAll str 1 ssx 1 ssy 1 sf 1 } { createBezier str 1 ssx 1 ssy 1 sf 1 sb 1 tt 4 } { createOpenSpline str 1 ssx 1 ssy 1 sf 1 sb 1 } { createBezierCusped str 1 ssx 1 ssy 1 sf 1 sb 1 } { createBSpline str 1 ssx 1 ssy 1 sf 1 sb 1 } { createEllipse str 1 ssx 1 ssy 1 sf 1 sb 1 tt 8 } { createRectangle str 1 ssx 1 ssy 1 sf 1 sb 1 tt 9 } { createRectangleCusped str 1 ssx 1 ssy 1 sf 1 sb 1 } { brush str 1 ssx 1 ssy 1 sf 1 sb 1 } { eraser src 2 str 1 ssx 1 ssy 1 sf 1 sb 1 } { clone src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 } { reveal src 3 str 1 ssx 1 ssy 1 sf 1 sb 1 } { dodge src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 } { burn src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 } { blur src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 } { sharpen src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 } { smear src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 } } } toolbar_brush_hardness 0.20003 toolbar_source_transform_scale {1 1} toolbar_source_transform_center {256 256} colorOverlay {0 0 0 0} opacity 0.519809 lifetime_type all frames motionblur_shutter_offset_type centred feather_type smooth source_black_outside true createNewTrack {{-1} -1\t(none)\t-1 1000\tNew Track Layer\t1000} name Roto2 selected true xpos 322 ypos -65 } Blur { size 73 name Blur2 selected true xpos 322 ypos -17 } push $N2f869150 Expression { expr0 x/width expr1 y/height name Expression10 selected true xpos 172 ypos -63 } Merge2 { inputs 2 operation plus name Merge4 selected true xpos 172 ypos -11 } Expression { expr0 r(x,y, 3, 3)%1 expr1 g(x,y, 3, 3)%1 channel2 {-rgba.red -rgba.green -rgba.blue none} channel3 {none none none -rgba.alpha} name Expression11 selected true xpos -41 ypos -11 } ColorBars { inputs 0 format 512 512 0 0 512 512 1 square_512 name ColorBars1 selected true xpos -304 ypos -135 } STMap { inputs 2 uv rgb name STMap4 selected true xpos -304 ypos 217 } Viewer { frame 31 colour_sample_bbox {0.6171875 0.921875 0.62109375 0.92578125} samplepoints {{1.51171875 0.61328125} } input_process false name Viewer1 selected true xpos -304 ypos 346 } On Mon, Apr 28, 2014 at 8:51 PM, Elias Ericsson Rydberg elias.ericsson.rydb...@gmail.com wrote: Could you not tile your texture before applying it? 2014-04-28 17:35 GMT+02:00 marlor.l...@gmail.com: Hi, I'm trying to repeat a UVmap when values go beyond 1 or below 0 I insert an Expression node like r%1 and g%1 to repeat the normalized values, but I get very hard edges, as if the STMap didn't apply any filtering around the edges of the 0-1 loop I also tried to change the sampled area, putting r(x,y,3,3)%1 into the expression, but it doesn't seem to make a big difference is there a solution? thanks! marco ___ 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
Re: [Nuke-users] Nuke 8 scopes....
Also, it would be great if you could zoom in / zoom out, like you do with professional scopes, for example if you need to expand the RGB Parade to show and focus black levels --- m On Fri, Dec 20, 2013 at 6:34 PM, Sam Marrocco smarro...@ringsidecreative.com wrote: The Nuke 8 scopes are a welcome addition. Is it possible to deactivate the color bars lines that appear in the waveform monitor (in non-stack mode) as a reference? Also, it would be handy if the left edge of the waveform display did not draw over the graticule number scale, but started with the horizontal graticule lines. -- sam marrocco | chief technical officer ringside.cutters.picnic.moonlink 248 548 2500 w 248 910 3344 c ringsidecreative.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] Nuke to Shake/Fusion roto
Tracksperanto or IXIR software? I remember that one of them allowed you to export masks: http://guerilla-di.org/tracksperanto http://www.ixirdigital.com/trackeditor.php --- m On Wed, Mar 14, 2012 at 6:06 AM, J Bills jbillsn...@flickfx.com wrote: no, no nuke import. only export. On Tue, Mar 13, 2012 at 5:09 PM, Deke Kincaid dekekinc...@gmail.comwrote: I haven't used Silhouette in a while. Did they ever add a Rotopaint importer? I ask because then you could export shake from it. -deke On Tue, Mar 13, 2012 at 22:25, teidenzero nuke-users-re...@thefoundry.co.uk wrote: ** Hello everyone, I was wondering if there is a way to export Nuke roto files into Shake or Fusion without having to render out the matte. I heard about exporting ASCII but I'm not really sure what that means and how needs to be done. Can anyone help? Thank you very much ___ 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] Quadro 4000 (no display attached) for Nuke - like Davinci Resolve
Hi, i was quite impressed by the Davinci Resolve peformance with a Mac Pro using a Radeon HD 5770 in slot one connected to display, with NVIDIA Quadro 4000 for Mac in second slot with no display attached: http://www.blackmagic-design.com/media/1764189/DaVinci_Resolve_8.0_Mac_Config_Guide.pdf Nuke has some nodes optimized for Cuda and GPU acceleration. But I'm not sure whether I'd loose some Quadro 4000 performance using only the Radeon attached to the monitors. Do you think that the Radeon/Quadro-slave configuration could be an efficient solution for Nuke? best, m ___ 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