Re: [Nuke-users] finding centre of BBOX

2017-05-22 Thread adam jones
exactly what I was just sussing but thank you for confirming my thoughts

regards
-adam

> On 22 May 2017, at 6:29 PM, Frank Rueter|OHUfx  wrote:
> 
> x =  box.x + bbox.w / 2
> y =  box.y + bbox.h / 2
> 
> 
> 
> On 22/05/17 8:12 PM, adam jones wrote:
>> Hey all
>> 
>> So I am doing an effect over a potion of a frame (say 1920 x 1080) driven by 
>> a matte that is moving and changing shape, I have done an auto crop on the 
>> animated shape to gain a bbox, is there a way to find the centre of this 
>> bbox to allow me to drive a transform centre in the context of it position 
>> in the full frame, and the like.
>> 
>> regards
>> -adam
>> 
>> 
>> ___
>> 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] finding centre of BBOX

2017-05-22 Thread Frank Rueter|OHUfx

x =  box.x + bbox.w / 2
y =  box.y + bbox.h / 2



On 22/05/17 8:12 PM, adam jones wrote:

Hey all

So I am doing an effect over a potion of a frame (say 1920 x 1080) driven by a 
matte that is moving and changing shape, I have done an auto crop on the 
animated shape to gain a bbox, is there a way to find the centre of this bbox 
to allow me to drive a transform centre in the context of it position in the 
full frame, and the like.

regards
-adam


___
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] NS export issues softEffects and tracks

2017-05-22 Thread adam jones
Hey Guys

I am obviously missing some thing here or NSs export and project set up is 
overly convoluted

So far I can get the soft Effects in to my scripts by first running the copy 
export with out creating nuke scripts in the same export.

I then need to run a create special comp export on these clips using the same 
export preset but with a nuke script token also.

regards
-adam



> On 22 May 2017, at 9:48 AM, adam jones  wrote:
> 
> Hey guys
> 
> I am having issues with exporting from NS
> 
> I am doing a copy export for my DPX files from a FG and BG trrack to there 
> respective folders in the VFX shots, that is all good (aside from how these 
> exports are ordered in the render que)
> 
> When I go to open the nuke script only one of the layers is available, I need 
> to read in the second.
> 
> Additionally any softeffect I have applied to cuts (only transform) dont come 
> though in the nuke script either, I believe I have all the correct check 
> boxes active but no joy
> 
> regards
> -adam
> 
> 
> ___
> 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] Rolloff Contrast

2017-05-21 Thread Darren Coombes
Checked out LUE on nukepedia. Great tool!
Thanks for that.

Check out some of my work…
www.vimeo.com/darrencoombes/reel2017

Mob:  +61 418 631 079
IMDB: www.imdb.com/name/nm3719099/
Instagram: @7secondstoblack
Instagram: @durwood0781
Skype:  darren.coombes81
Twitter:  @durwood81

> On 19 May 2017, at 5:13 pm, Mads Hagbarth Damsbo  wrote:
> 
> LUE (red)
> RolloffContrast (Teal)
> 
>> On Wed, May 17, 2017 at 5:07 AM, Darren Coombes  
>> wrote:
>> It doesn't seem to fix the clamping issue.
>> 
>> Check out some of my work…
>> www.vimeo.com/darrencoombes/reel2017
>> 
>> Mob:  +61 418 631 079
>> IMDB: www.imdb.com/name/nm3719099/
>> Instagram: @7secondstoblack
>> Instagram: @durwood0781
>> Skype:  darren.coombes81
>> Twitter:  @durwood81
>> 
>>> On 17 May 2017, at 10:24 am, Frank Rueter|OHUfx  wrote:
>>> 
>>> The range knob has nothing to do with clamping, does it?!
>>> 
 On 16/05/17 6:38 PM, Deke Kincaid wrote:
 Look at the “range” knob.
 
> On Mon, May 15, 2017 at 7:50 PM, Darren Coombes  
> wrote:
> Does anyone know how to get rolloff contrast to not clip the output 
> values? It's clamping my whites.
> 
> 
> 
> Check out some of my work…
> www.vimeo.com/darrencoombes/reel2017
> 
> Mob:  +61 418 631 079
> IMDB: www.imdb.com/name/nm3719099/
> Instagram: @7secondstoblack
> Instagram: @durwood0781
> Skype:  darren.coombes81
> Twitter:  @durwood81
> 
> ___
> 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
> 
> 
> 
> -- 
> Mads Hagbarth Damsbo
> VFX Technical Director - www.hagbarth.net
> Phone: (+45)28731582
> 
> ___
> 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] WriteGeo Transformed Camera Export

2017-05-19 Thread glouk
I confirm that this never worked... 

If you combine both transformations via expressions in a new camera, the
export should work.

---
"beam me up scotty"

glouk [5]

 [6] 

Le 19.05.2017 10:24, Vincent Langer a écrit :

> same thing with alembic export.
> 
> So I think it is a bug and I will report it. Strange that nobody noticed it 
> before.
> 
> @Mads: 
> Thanks I will try that 
> cheers, Vincent 
> 
> 2017-05-19 8:45 GMT+02:00 Mads Hagbarth Damsbo :
> 
> If you add the matrix from the camera and axis into a new camera node, then 
> bake the animation. It should do it. 
> (Maybe there is a easier way?) 
> 
> fre. 19. maj 2017 kl. 01.29 skrev Ari Rubenstein : 
> 
> I wonder if writeGeo output to Alembic instead of fbx would incorporate the 
> axis info ?
> 
> Sent from my iPhone 
> 
> On May 17, 2017, at 12:20 PM, Vincent Langer  wrote:
> 
> Hi there,
> 
> I would like to Export a camera which is animated itself and also transformed 
> by another animated axis 
> 
> If I try to export the camera with WriteGeo as a fbx the axis animation is 
> ignored. 
> Am I doing something wrong?
> 
> Workaround so far would be to export the axis too and setting it up in my DCC 
> of choice.
> 
> BUT why? 
> 
> cheers, 
> Vincent 
> 
> -- 
> 
> Vincent Langer
> Uhlandstr. 29
> 71634 Ludwigsburg
> +49 176 965 177 61 [1]
> www.vincentlanger.com [2] 
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [3]
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [4] 
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [3]
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [4]

-- 
Best regards. Mads Hagbarth Lund 
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [3]
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [4] 

-- 

Vincent Langer
Uhlandstr. 29
71634 Ludwigsburg
+49 176 965 177 61
www.vincentlanger.com [2] 
___
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 

Links:
--
[1] tel:+49%20176%2096517761
[2] http://www.vincentlanger.com
[3] http://forums.thefoundry.co.uk/
[4] http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[5] http://http//www.imdb.com/name/nm0522119/
[6] http://demo.glouk.org___
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] WriteGeo Transformed Camera Export

2017-05-19 Thread Vincent Langer
same thing with alembic export.

So I think it is a bug and I will report it.
Strange that nobody noticed it before.

@Mads:
Thanks I will try that

cheers,
Vincent

2017-05-19 8:45 GMT+02:00 Mads Hagbarth Damsbo :

> If you add the matrix from the camera and axis into a new camera node,
> then bake the animation. It should do it.
> (Maybe there is a easier way?)
>
>
> fre. 19. maj 2017 kl. 01.29 skrev Ari Rubenstein :
>
>> I wonder if writeGeo output to Alembic instead of fbx would incorporate
>> the axis info ?
>>
>> Sent from my iPhone
>>
>> On May 17, 2017, at 12:20 PM, Vincent Langer 
>> wrote:
>>
>> Hi there,
>>
>> I would like to Export a camera which is animated itself and also
>> transformed by another animated axis
>>
>> If I try to export the camera with WriteGeo as a fbx the axis animation
>> is ignored.
>> Am I doing something wrong?
>>
>> Workaround so far would be to export the axis too and setting it up in my
>> DCC of choice.
>>
>> BUT why?
>>
>> cheers,
>> Vincent
>>
>>
>> --
>> Vincent Langer
>> Uhlandstr. 29
>> 71634 Ludwigsburg
>> +49 176 965 177 61 <+49%20176%2096517761>
>> www.vincentlanger.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
>
> --
> Best regards. Mads Hagbarth Lund
>
> ___
> 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
>



-- 
Vincent Langer
Uhlandstr. 29
71634 Ludwigsburg
+49 176 965 177 61
www.vincentlanger.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] WriteGeo Transformed Camera Export

2017-05-19 Thread Mads Hagbarth Damsbo
If you add the matrix from the camera and axis into a new camera node, then
bake the animation. It should do it.
(Maybe there is a easier way?)


fre. 19. maj 2017 kl. 01.29 skrev Ari Rubenstein :

> I wonder if writeGeo output to Alembic instead of fbx would incorporate
> the axis info ?
>
> Sent from my iPhone
>
> On May 17, 2017, at 12:20 PM, Vincent Langer 
> wrote:
>
> Hi there,
>
> I would like to Export a camera which is animated itself and also
> transformed by another animated axis
>
> If I try to export the camera with WriteGeo as a fbx the axis animation is
> ignored.
> Am I doing something wrong?
>
> Workaround so far would be to export the axis too and setting it up in my
> DCC of choice.
>
> BUT why?
>
> cheers,
> Vincent
>
>
> --
> Vincent Langer
> Uhlandstr. 29
> 71634 Ludwigsburg
> +49 176 965 177 61
> www.vincentlanger.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

-- 
Best regards. Mads Hagbarth Lund
___
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] WriteGeo Transformed Camera Export

2017-05-18 Thread Ari Rubenstein
I wonder if writeGeo output to Alembic instead of fbx would incorporate the 
axis info ?

Sent from my iPhone

> On May 17, 2017, at 12:20 PM, Vincent Langer  wrote:
> 
> Hi there,
> 
> I would like to Export a camera which is animated itself and also transformed 
> by another animated axis 
> 
> If I try to export the camera with WriteGeo as a fbx the axis animation is 
> ignored.
> Am I doing something wrong?
> 
> Workaround so far would be to export the axis too and setting it up in my DCC 
> of choice.
> 
> BUT why?
> 
> cheers,
> Vincent
> 
> 
> -- 
> Vincent Langer
> Uhlandstr. 29
> 71634 Ludwigsburg
> +49 176 965 177 61
> www.vincentlanger.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] Rolloff Contrast

2017-05-18 Thread Darren Coombes
It doesn't seem to fix the clamping issue.

Check out some of my work…
www.vimeo.com/darrencoombes/reel2017

Mob:  +61 418 631 079
IMDB: www.imdb.com/name/nm3719099/
Instagram: @7secondstoblack
Instagram: @durwood0781
Skype:  darren.coombes81
Twitter:  @durwood81

> On 17 May 2017, at 10:24 am, Frank Rueter|OHUfx  wrote:
> 
> The range knob has nothing to do with clamping, does it?!
> 
>> On 16/05/17 6:38 PM, Deke Kincaid wrote:
>> Look at the “range” knob.
>> 
>>> On Mon, May 15, 2017 at 7:50 PM, Darren Coombes  
>>> wrote:
>>> Does anyone know how to get rolloff contrast to not clip the output values? 
>>> It's clamping my whites.
>>> 
>>> 
>>> 
>>> Check out some of my work…
>>> www.vimeo.com/darrencoombes/reel2017
>>> 
>>> Mob:  +61 418 631 079
>>> IMDB: www.imdb.com/name/nm3719099/
>>> Instagram: @7secondstoblack
>>> Instagram: @durwood0781
>>> Skype:  darren.coombes81
>>> Twitter:  @durwood81
>>> 
>>> ___
>>> 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

Re: [Nuke-users] Rolloff Contrast

2017-05-18 Thread Jordi Duran Roca

Or maybe you can do it with ColorLookup knob





Enviado desde mi iPhone
> El 17 may 2017, a las 2:24, Frank Rueter|OHUfx  escribió:
> 
> The range knob has nothing to do with clamping, does it?!
> 
>> On 16/05/17 6:38 PM, Deke Kincaid wrote:
>> Look at the “range” knob.
>> 
>> On Mon, May 15, 2017 at 7:50 PM, Darren Coombes  
>> wrote:
>>> Does anyone know how to get rolloff contrast to not clip the output values? 
>>> It's clamping my whites.
>>> 
>>> 
>>> 
>>> Check out some of my work…
>>> www.vimeo.com/darrencoombes/reel2017
>>> 
>>> Mob:  +61 418 631 079
>>> IMDB: www.imdb.com/name/nm3719099/
>>> Instagram: @7secondstoblack
>>> Instagram: @durwood0781
>>> Skype:  darren.coombes81
>>> Twitter:  @durwood81
>>> 
>>> ___
>>> 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

Re: [Nuke-users] Rolloff Contrast

2017-05-18 Thread Mads Hagbarth Damsbo
You can rip out the contrast expression nodes from LUE.
http://www.nukepedia.com/gizmos/colour/lue-grading-for-nuke
Should be identical to Rolloff Contrast without the clipping.

ons. 17. maj 2017 kl. 02.24 skrev Frank Rueter|OHUfx :

> The range knob has nothing to do with clamping, does it?!
>
>
> On 16/05/17 6:38 PM, Deke Kincaid wrote:
>
> Look at the “range” knob.
>
> On Mon, May 15, 2017 at 7:50 PM, Darren Coombes 
> wrote:
>
>> Does anyone know how to get rolloff contrast to not clip the output
>> values? It's clamping my whites.
>>
>>
>>
>> *Check out some of my work…*
>> *www.vimeo.com/darrencoombes/reel2017*
>> 
>>
>> *Mob:  **+61 418 631 079* <+61%20418%20631%20079>
>> *IMDB: www.imdb.com/name/nm3719099/ *
>> *Instagram: @7secondstoblack*
>> *Instagram: @durwood0781*
>> *Skype:  darren.coombes81*
>> *Twitter:  @durwood81*
>>
>> ___
>> 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 listnuke-us...@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

-- 
Best regards. Mads Hagbarth Lund
___
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] Rolloff Contrast

2017-05-16 Thread Frank Rueter|OHUfx

The range knob has nothing to do with clamping, does it?!

On 16/05/17 6:38 PM, Deke Kincaid wrote:

Look at the “range” knob.

On Mon, May 15, 2017 at 7:50 PM, Darren Coombes > wrote:


Does anyone know how to get rolloff contrast to not clip the
output values? It's clamping my whites.



*Check out some of my work…*
*www.vimeo.com/darrencoombes/reel2017*


*Mob: **+61 418 631 079* 
*IMDB: www.imdb.com/name/nm3719099/
*
*Instagram: @7secondstoblack*
*Instagram: @durwood0781*
*Skype:  darren.coombes81*
*Twitter:  @durwood81*

___
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] Re: great stuff for you

2017-05-16 Thread adam jones
come on guys “the foundry” oh sorry “drop the “the” its much cleaner” would you 
delete these accounts from the mailing list.


> On 17 May 2017, at 2:43 AM, salvador  wrote:
> 
> <17B4A06FCFA43BD742E13E900E57ABD4.jpg>___
> 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] Rolloff Contrast

2017-05-16 Thread Deke Kincaid
Look at the “range” knob.

On Mon, May 15, 2017 at 7:50 PM, Darren Coombes 
wrote:

> Does anyone know how to get rolloff contrast to not clip the output
> values? It's clamping my whites.
>
>
>
> *Check out some of my work…*
> *www.vimeo.com/darrencoombes/reel2017*
> 
>
> *Mob:  **+61 418 631 079* <+61%20418%20631%20079>
> *IMDB: www.imdb.com/name/nm3719099/ *
> *Instagram: @7secondstoblack*
> *Instagram: @durwood0781*
> *Skype:  darren.coombes81*
> *Twitter:  @durwood81*
>
> ___
> 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 Studio sync folders/bin

2017-05-15 Thread Ron Ganbar
There's a Python library that takes care of that:
https://pypi.python.org/pypi/dirsync/2.1



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

On Mon, May 15, 2017 at 12:47 PM, Misho Ristov  wrote:

> Hi,
>
> is there a script that’ll sync the footage in a given bin/folder. say like
> Lightroom’s sync option.
>
> thanks,
> Misho
>
>
>
>
> ___
> 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] disappearing scripts

2017-05-12 Thread Igor Majdandzic
Say what? That's a very shitty bugSend from the RoadIgor MajdandzicCompositor, TD, Supervisor@Chimney FrankfurtAm 10.05.2017 10:57 nachm. schrieb Marten Blumen :Ok - found the bug. Your script will be deleted if you have '[value root.name]' in the autosave preferences, then 'Save New Comp Version', then 'Save'. Enjoy!On 10 May 2017 at 18:33, Mads Hagbarth Damsbo  wrote:We have had the autosave function marking empty scripts if nuke crashes during the autosave process but never any "deleted" filestir. 9. maj 2017 kl. 22.25 skrev Marten Blumen :Does anyone know if the autosave function can delete real scripts in anyway? We've had some scripts disappear and the culprit is looking like the autosave preferences having the pop-up help's syntax in it i.e. [value root.name] or [file tail [value root.name]].  Hardware has passed diagnostic tests. Nuke v10.v4. MacOs Sierra 10.12.4Thanks!
___
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-- Best regards.
Mads Hagbarth Lund
___
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] Particle lookat

2017-05-12 Thread Francisco Palomares Pozas
Hey Hugo,

If you link the position of the particle look up to an axis via expression
(and your particles are on cards) it works nicely.

Fran

On 11 May 2017 8:54 p.m., "Hugo Léveillé"  wrote:

> Hey
>
> Is there a way to make particles look at a specific point and not the
> camera? I tried the ParticleLookAt but its not doing anything for me
>
> thanks
> ___
> 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] how to get this automated keyframe offset python script to work

2017-05-12 Thread Howard Jones
FWIW this is where the dope sheet come in handy at least nuke7 on (maybe 8)

Select all nodes > ctrl D (or whatever the add to dopesheet shortcut is)
Wait while the dope sheet updates itself. 

Select all in there and set the move to 1000 and hit move. Save quit reopen 
depending on version of nuke. 

I think in v6 there was a bug where if you left a paint/roto node with anything 
selected internally, it wouldn't come in in the dope sheet. This was fixed in I 
think 7. 

I had to do this with a 1000 node script several times on one project. 

Howard

> On 12 May 2017, at 8:14 am, Andrew Shanks <and...@vfx.co.nz> wrote:
> 
> Thanks Bruno-Pierre!
>   works a treat! Thanks so much for your help!
> 
> Cheers,
> 
> andrew
> 
> :)
> 
>> --
>> 
>> Message: 1
>> Date: Mon, 8 May 2017 11:50:59 -0400
>> From: Bruno-Pierre Jobin <bpjo...@gmail.com>
>> Subject: Re: [Nuke-users] how to get this automated keyframe offset
>>pythonscript to work
>> To: Nuke user discussion <nuke-users@support.thefoundry.co.uk>
>> Message-ID:
>><cagqttnsgpmejpdgwr_lbnkxnne8k8-ddxrveoz-mpm9ssgf...@mail.gmail.com>
>> Content-Type: text/plain; charset="utf-8"
>> 
>> Hi Andrew,
>> 
>> 
>> You can simply copy slips.py in your .nuke directory. And then, from the
>> script editor, do the following.
>> 
>> 
>> import slips
>> 
>> for i in nuke.allNodes():# iterates through every nodes
>> 
>> slips.slip_animations_of_node(i,1000)# offset every animated knobs
>> by 1000 frames
>> 
>> 
>> Depending on the complexity of your nuke script, it can be quite long to
>> run this script through every nodes. If you can, I suggest you make a list
>> of the nodes you want to offset and iterates through that list. By
>> selecting the wanted nodes, this will make a list out of it.
>> 
>> 
>> myList = [i for i in nuke.selectedNodes()]
>> 
>> 
>> Hope this helps.
>> 
>> Cheers!
>> 
>> 
>> 
>>> On Mon, May 8, 2017 at 12:44 AM, Andrew Shanks <and...@vfx.co.nz> wrote:
>>> 
>>> Hey guys,
>>>I'm not much of a python guy (keep trying to learn more,
>>> keep getting busy with the comping, ...but getting there slowly). Anyway, I
>>> was looking into ways to offset all the animated keyframes in a script
>>> (including cameras), useful for bumping an offline postviz comp into line
>>> with final edited shots. Of course I could manually go through every
>>> animated node and add a *curve(frame+offset)* to each animated parameter,
>>> but that would be painful as I'm looking at doing this for a whole show. So
>>> i was looking for a more automated way.
>>> 
>>> I found the below python code mentioned on the mailing list a few years
>>> back and looks interesting, only problem is I haven't the foggiest idea
>>> how to get that puppy going (I'm guessing I should call the python script
>>> and define commands in the menu.py, but not really sure what I should be
>>> defining). I was just wondering if Julik Tarkhanov who wrote it might be
>>> lurking and able to shed light on it, or if someone else here can help this
>>> comp monkey out.
>>> 
>>> https://gist.github.com/julik/3673783
>>> 
>>> Cheers!
>>> 
>>> andrew
>>> 
>>> :)
>>> 
>>> ___
>>> 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

-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.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] disappearing scripts

2017-05-10 Thread Marten Blumen
Ok - found the bug. Your script will be deleted if you have '[value
root.name]' in the autosave preferences, then 'Save New Comp Version', then
'Save'.

Enjoy!

On 10 May 2017 at 18:33, Mads Hagbarth Damsbo  wrote:

> We have had the autosave function marking empty scripts if nuke crashes
> during the autosave process but never any "deleted" files
>
> tir. 9. maj 2017 kl. 22.25 skrev Marten Blumen :
>
>> Does anyone know if the autosave function can delete real scripts in
>> anyway?
>>
>> We've had some scripts disappear and the culprit is looking like the
>> autosave preferences having the pop-up help's syntax in it i.e. [value
>> root.name] or [file tail [value root.name]].
>>
>> Hardware has passed diagnostic tests. Nuke v10.v4. MacOs Sierra 10.12.4
>>
>> Thanks!
>> ___
>> 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
>
> --
> Best regards. Mads Hagbarth Lund
>
> ___
> 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] disappearing scripts

2017-05-10 Thread Mads Hagbarth Damsbo
We have had the autosave function marking empty scripts if nuke crashes
during the autosave process but never any "deleted" files

tir. 9. maj 2017 kl. 22.25 skrev Marten Blumen :

> Does anyone know if the autosave function can delete real scripts in
> anyway?
>
> We've had some scripts disappear and the culprit is looking like the
> autosave preferences having the pop-up help's syntax in it i.e. [value
> root.name] or [file tail [value root.name]].
>
> Hardware has passed diagnostic tests. Nuke v10.v4. MacOs Sierra 10.12.4
>
> Thanks!
> ___
> 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

-- 
Best regards. Mads Hagbarth Lund
___
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] how to get this automated keyframe offset python script to work

2017-05-08 Thread Bruno-Pierre Jobin
Hi Andrew,


You can simply copy slips.py in your .nuke directory. And then, from the
script editor, do the following.


import slips

for i in nuke.allNodes():# iterates through every nodes

slips.slip_animations_of_node(i,1000)# offset every animated knobs
by 1000 frames


Depending on the complexity of your nuke script, it can be quite long to
run this script through every nodes. If you can, I suggest you make a list
of the nodes you want to offset and iterates through that list. By
selecting the wanted nodes, this will make a list out of it.


myList = [i for i in nuke.selectedNodes()]


Hope this helps.

Cheers!



On Mon, May 8, 2017 at 12:44 AM, Andrew Shanks  wrote:

> Hey guys,
>I'm not much of a python guy (keep trying to learn more,
> keep getting busy with the comping, ...but getting there slowly). Anyway, I
> was looking into ways to offset all the animated keyframes in a script
> (including cameras), useful for bumping an offline postviz comp into line
> with final edited shots. Of course I could manually go through every
> animated node and add a *curve(frame+offset)* to each animated parameter,
> but that would be painful as I'm looking at doing this for a whole show. So
> i was looking for a more automated way.
>
> I found the below python code mentioned on the mailing list a few years
> back and looks interesting, only problem is I haven't the foggiest idea
> how to get that puppy going (I'm guessing I should call the python script
> and define commands in the menu.py, but not really sure what I should be
> defining). I was just wondering if Julik Tarkhanov who wrote it might be
> lurking and able to shed light on it, or if someone else here can help this
> comp monkey out.
>
> https://gist.github.com/julik/3673783
>
> Cheers!
>
> andrew
>
> :)
>
> ___
> 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
>



-- 
Bruno-Pierre Jobin
www.bpjobin.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] spam emails on nuke users

2017-05-07 Thread John Coldrick
I bypass GMail's spam filter by allowing anything on this list a free
pass.  If I don't, some perfectly legit posts get sent to spam. It's like
operating behind a firewall - there's an assumption a mailing list is
moderated...

J.C.

On Sun, May 7, 2017 at 4:57 AM, Mads Hagbarth Damsbo 
wrote:

> Gmail have some decent spamfilters build in, i don't see it either, if you
> look in your spam folder you can see a few nuke discussion threads.
>
> On Sun, May 7, 2017 at 10:22 AM, Randy Little 
> wrote:
>
>> Strange I get no spam from the nuke list
>>
>> On May 7, 2017 3:44 AM, "Erik Johansson"  wrote:
>>
>>> I sent a mail to support as well. No response so far. Maybe they stopped
>>> using email
>>>
>>> On Sun, May 7, 2017 at 6:57 AM, adam jones  wrote:
>>>
 Dear admin of Nuke users

 could you please monitor the email list a little closer and delete
 accounts that are posting these spam emails.

 grassl-mar...@web.de

 salva...@chez.com

 tokuto...@yahoo.com


 regards
 -adam

 ___
 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

>>>
>>>
>>>
>>> --
>>>
>>> *Erik Johansson*
>>> *Pipeline TD*
>>> *Goodbye Kansas Entertainment *
>>> Owner of Fido, Bläck, Imagination Studios, Infinite Entertainment &
>>> Goodbye Kansas Game Invest
>>>
>>> Rosenlundsgatan 40, 4th floor
>>> 118 53 Stockholm, Sweden
>>> Ph: +46 8 556 990 00
>>> Orgno: 556974-1993
>>>
>>> www.goodbyekansas.se
>>>
>>> ___
>>> 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
>>
>
>
>
> --
> Mads Hagbarth Damsbo
> VFX Technical Director - www.hagbarth.net
> Phone: (+45)28731582
>
> ___
> 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] spam emails on nuke users

2017-05-07 Thread Mads Hagbarth Damsbo
Gmail have some decent spamfilters build in, i don't see it either, if you
look in your spam folder you can see a few nuke discussion threads.

On Sun, May 7, 2017 at 10:22 AM, Randy Little 
wrote:

> Strange I get no spam from the nuke list
>
> On May 7, 2017 3:44 AM, "Erik Johansson"  wrote:
>
>> I sent a mail to support as well. No response so far. Maybe they stopped
>> using email
>>
>> On Sun, May 7, 2017 at 6:57 AM, adam jones  wrote:
>>
>>> Dear admin of Nuke users
>>>
>>> could you please monitor the email list a little closer and delete
>>> accounts that are posting these spam emails.
>>>
>>> grassl-mar...@web.de
>>>
>>> salva...@chez.com
>>>
>>> tokuto...@yahoo.com
>>>
>>>
>>> regards
>>> -adam
>>>
>>> ___
>>> 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
>>>
>>
>>
>>
>> --
>>
>> *Erik Johansson*
>> *Pipeline TD*
>> *Goodbye Kansas Entertainment *
>> Owner of Fido, Bläck, Imagination Studios, Infinite Entertainment &
>> Goodbye Kansas Game Invest
>>
>> Rosenlundsgatan 40, 4th floor
>> 118 53 Stockholm, Sweden
>> Ph: +46 8 556 990 00
>> Orgno: 556974-1993
>>
>> www.goodbyekansas.se
>>
>> ___
>> 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
>



-- 
Mads Hagbarth Damsbo
VFX Technical Director - www.hagbarth.net
Phone: (+45)28731582
___
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] spam emails on nuke users

2017-05-07 Thread Marty Chung
 blockquote, div.yahoo_quoted { margin-left: 0 !important; border-left:1px 
#715FFA solid !important; padding-left:1ex !important; background-color:white 
!important; } Sorry guys I realise this problem too. I don't know why this 
happened. I already changed my email password about couple months ago plus 
those 2-step verification on since I saw my email spamming here couple months 
ago but it seems my email still causing trouble here. Can anyone advice me how 
to stop this? Sorry for any inconvenience to you all.


Sent from Yahoo Mail for iPad


On Sunday, May 7, 2017, 8:22 PM, Randy Little  wrote:

Strange I get no spam from the nuke list  
On May 7, 2017 3:44 AM, "Erik Johansson"  wrote:

I sent a mail to support as well. No response so far. Maybe they stopped using 
email
On Sun, May 7, 2017 at 6:57 AM, adam jones  wrote:

Dear admin of Nuke users
could you please monitor the email list a little closer and delete accounts 
that are posting these spam emails.
grassl-mar...@web.de
salva...@chez.com
tokuto...@yahoo.com

regards-adam
__ _
Nuke-users mailing list
Nuke-users@support.thefoundry. co.uk, http://forums.thefoundry.co.uk /
http://support.thefoundry.co.u k/cgi-bin/mailman/listinfo/nuk e-users




-- 

Erik Johansson
Pipeline TD
Goodbye Kansas Entertainment Owner of Fido, Bläck, Imagination Studios, 
Infinite Entertainment & Goodbye Kansas Game Invest
Rosenlundsgatan 40, 4th floor118 53 Stockholm, SwedenPh: +46 8 556 990 00Orgno: 
556974-1993


www.goodbyekansas.se
__ _
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] spam emails on nuke users

2017-05-07 Thread Randy Little
Strange I get no spam from the nuke list

On May 7, 2017 3:44 AM, "Erik Johansson"  wrote:

> I sent a mail to support as well. No response so far. Maybe they stopped
> using email
>
> On Sun, May 7, 2017 at 6:57 AM, adam jones  wrote:
>
>> Dear admin of Nuke users
>>
>> could you please monitor the email list a little closer and delete
>> accounts that are posting these spam emails.
>>
>> grassl-mar...@web.de
>>
>> salva...@chez.com
>>
>> tokuto...@yahoo.com
>>
>>
>> regards
>> -adam
>>
>> ___
>> 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
>>
>
>
>
> --
>
> *Erik Johansson*
> *Pipeline TD*
> *Goodbye Kansas Entertainment *
> Owner of Fido, Bläck, Imagination Studios, Infinite Entertainment &
> Goodbye Kansas Game Invest
>
> Rosenlundsgatan 40, 4th floor
> 118 53 Stockholm, Sweden
> Ph: +46 8 556 990 00
> Orgno: 556974-1993
>
> www.goodbyekansas.se
>
> ___
> 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] spam emails on nuke users

2017-05-07 Thread Erik Johansson
I sent a mail to support as well. No response so far. Maybe they stopped
using email

On Sun, May 7, 2017 at 6:57 AM, adam jones  wrote:

> Dear admin of Nuke users
>
> could you please monitor the email list a little closer and delete
> accounts that are posting these spam emails.
>
> grassl-mar...@web.de
>
> salva...@chez.com
>
> tokuto...@yahoo.com
>
>
> regards
> -adam
>
> ___
> 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
>



-- 

*Erik Johansson*
*Pipeline TD*
*Goodbye Kansas Entertainment *
Owner of Fido, Bläck, Imagination Studios, Infinite Entertainment & Goodbye
Kansas Game Invest

Rosenlundsgatan 40, 4th floor
118 53 Stockholm, Sweden
Ph: +46 8 556 990 00
Orgno: 556974-1993

www.goodbyekansas.se
___
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] Viewer process stopping farm or BG render

2017-05-03 Thread Nathan Rusch
In case anyone else wants to pile on, the new bug identifier/title is:

157428 Viewer - Opening a script with an invalid viewerProcess causes a 
RuntimeError

-Nathan

On May 2, 2017 12:24, Howard Jones  wrote:
I was setting the luts through the menu.py based on show.  If name in show: etc
Where name is the show specific name and show what the user is on.

The show is not set by an environment as such but a setting in the users home 
folder.  (I think I can find a way for init to pick it up. )

But as Nathan says, this is a bug as the viewer process has nothing to do with 
a BG render so should have been ignored anyway.


Thanks for all the help

Howard

> On 2 May 2017, at 6:13 pm, Michael Habenicht  wrote:
>
> I used to reset all viewers to None when a script was prepared for sending to 
> the farm to work around this bug.
> When switching to Ocio that was no problem anymore as the show specific 
> config is always set through the environment variable.
> So what do you define in your menu.py, Howard?
>
> Nathan Rusch  wrote:
>
>> This is definitely a bug. There is no reason a Viewer should have any
>> effect on a headless render. I reported this and had it logged as Bug
>> 35502 back in 2013, and tried again last October to complete radio
>> silence. I just pinged them about it again, so maybe third time's the
>> charm.
>>
>> -Nathan
>>
>> On 5/2/2017 2:31 AM, Howard Jones wrote:
>>
>> Aha! - menu.py as I wanted it to be show specific.
>> Thanks - I guess I’ll forget the show for the moment.
>>
>>
>> Howard Jones
>> Visual Effects Supervisor
>> m: 07973 265624 | e: how...@axis-vfx.com |
>> w: www.axis-vfx.com
>>
>>
>>
>> On 2 May 2017, at 09:38, Ben Dickson
>> > wrote:
>>
>> Hm, are you registering the "showLUT" viewer process from menu.py or
>> init.py?
>>
>> On 02/05/17 17:36, Howard Jones wrote:
>> Hi
>>
>> I have a basic gizmo with an OCIOFileTransform in it which is the
>> showLUT. If I submit to the Nuke BG renderer or deadline Farm I get an
>> error. Nuke’s is invisible but the farm is
>>
>> An exception occurred: Error: [ 8:55.48] ERROR: Bad value for
>> viewerProcess : showLUT
>>
>> This was created in Nuke and is attached - though the name of the LUT
>> and path have been changed. Created in the correct version of nuke.
>> This is fine within Nuke and renders in Nuke but fails on BG and farm.
>>
>> I have other viewerProcess LUTs that are fine but this is the only one
>> with OCIOFileTransform and a cube.
>>
>> Nuke8v06, OS agnostic
>> *
>> Howard**Jones*
>> Visual Effects Supervisor
>> m: 07973 265624| e:how...@axis-vfx.com
>> | w:
>> www.axis-vfx.com
>> >
>>
>> *
>> *
>>
>> *A X I S V F X*
>>
>> The Bottle Yard Studios
>>
>> __
>>
>> Whitchurch Lane
>>
>> Bristol BS14 0BH
>>
>> axis-vfx.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
>>
>>
>> --
>> ben dickson
>> 2D TD | ben.dick...@rsp.com.au
>> rising sun pictures | www.rsp.com.au
>> ___
>> 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
>>
>>
>>
>>
>>
>> [http://www.axisanimation.com/site/assets/files/3375/axisvfxsig4.jpg]
>>
>>
>> A X I S V F X
>>
>> The Bottle Yard Studios
>>
>> Whitchurch Lane
>>
>> Bristol BS14 0BH
>>
>>
>>
>> axis-vfx.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

--



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH



axis-vfx.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

Re: [Nuke-users] Project onto multiple geo

2017-05-03 Thread glouk
Yes with a 'apply material' node. On May 3, 2017 09:47, Darren Coombes  wrote:Hi all,Say I have a ground plane geo, and a sphere that sits in middle of ground plane. I then merge these with a mergeGeo node.Can you project onto this mergeGeo somehow?Rather than project onto each piece of geo separately?Thanks.DarrenCheck out some of my work…www.vimeo.com/darrencoombes/reel2017Mob:  +61 418 631 079IMDB: www.imdb.com/name/nm3719099/Instagram: @7secondstoblackInstagram: @durwood0781Skype:  darren.coombes81Twitter:  @durwood81___
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] Project onto multiple geo

2017-05-03 Thread Darren Coombes
I think I figured it out...

Put apply material with "material" input to project3d and the merged geo into 
other input of ApplyMaterial.



Check out some of my work…
www.vimeo.com/darrencoombes/reel2017

Mob:  +61 418 631 079
IMDB: www.imdb.com/name/nm3719099/
Instagram: @7secondstoblack
Instagram: @durwood0781
Skype:  darren.coombes81
Twitter:  @durwood81

> On 3 May 2017, at 5:47 pm, Darren Coombes  wrote:
> 
> Hi all,
> 
> Say I have a ground plane geo, and a sphere that sits in middle of ground 
> plane. I then merge these with a mergeGeo node.
> 
> 
> Can you project onto this mergeGeo somehow?
> Rather than project onto each piece of geo separately?
> 
> Thanks.
> Darren
> 
> Check out some of my work…
> www.vimeo.com/darrencoombes/reel2017
> 
> Mob:  +61 418 631 079
> IMDB: www.imdb.com/name/nm3719099/
> Instagram: @7secondstoblack
> Instagram: @durwood0781
> Skype:  darren.coombes81
> Twitter:  @durwood81
> ___
> 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] Viewer process stopping farm or BG render

2017-05-02 Thread Howard Jones
I was setting the luts through the menu.py based on show.  If name in show: etc
Where name is the show specific name and show what the user is on. 

The show is not set by an environment as such but a setting in the users home 
folder.  (I think I can find a way for init to pick it up. )

But as Nathan says, this is a bug as the viewer process has nothing to do with 
a BG render so should have been ignored anyway. 


Thanks for all the help

Howard

> On 2 May 2017, at 6:13 pm, Michael Habenicht  wrote:
> 
> I used to reset all viewers to None when a script was prepared for sending to 
> the farm to work around this bug.
> When switching to Ocio that was no problem anymore as the show specific 
> config is always set through the environment variable.
> So what do you define in your menu.py, Howard?
> 
> Nathan Rusch  wrote:
> 
>> This is definitely a bug. There is no reason a Viewer should have any
>> effect on a headless render. I reported this and had it logged as Bug
>> 35502 back in 2013, and tried again last October to complete radio
>> silence. I just pinged them about it again, so maybe third time's the
>> charm.
>> 
>> -Nathan
>> 
>> On 5/2/2017 2:31 AM, Howard Jones wrote:
>> 
>> Aha! - menu.py as I wanted it to be show specific.
>> Thanks - I guess I’ll forget the show for the moment.
>> 
>> 
>> Howard Jones
>> Visual Effects Supervisor
>> m: 07973 265624 | e: how...@axis-vfx.com |
>> w: www.axis-vfx.com
>> 
>> 
>> 
>> On 2 May 2017, at 09:38, Ben Dickson
>> > wrote:
>> 
>> Hm, are you registering the "showLUT" viewer process from menu.py or
>> init.py?
>> 
>> On 02/05/17 17:36, Howard Jones wrote:
>> Hi
>> 
>> I have a basic gizmo with an OCIOFileTransform in it which is the
>> showLUT. If I submit to the Nuke BG renderer or deadline Farm I get an
>> error. Nuke’s is invisible but the farm is
>> 
>> An exception occurred: Error: [ 8:55.48] ERROR: Bad value for
>> viewerProcess : showLUT
>> 
>> This was created in Nuke and is attached - though the name of the LUT
>> and path have been changed. Created in the correct version of nuke.
>> This is fine within Nuke and renders in Nuke but fails on BG and farm.
>> 
>> I have other viewerProcess LUTs that are fine but this is the only one
>> with OCIOFileTransform and a cube.
>> 
>> Nuke8v06, OS agnostic
>> *
>> Howard**Jones*
>> Visual Effects Supervisor
>> m: 07973 265624| e:how...@axis-vfx.com
>> | w:
>> www.axis-vfx.com
>> >
>> 
>> *
>> *
>> 
>> *A X I S V F X*
>> 
>> The Bottle Yard Studios
>> 
>> __
>> 
>> Whitchurch Lane
>> 
>> Bristol BS14 0BH
>> 
>> axis-vfx.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
>> 
>> 
>> --
>> ben dickson
>> 2D TD | ben.dick...@rsp.com.au
>> rising sun pictures | www.rsp.com.au
>> ___
>> 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
>> 
>> 
>> 
>> 
>> 
>> [http://www.axisanimation.com/site/assets/files/3375/axisvfxsig4.jpg]
>> 
>> 
>> A X I S V F X
>> 
>> The Bottle Yard Studios
>> 
>> Whitchurch Lane
>> 
>> Bristol BS14 0BH
>> 
>> 
>> 
>> axis-vfx.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

-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.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] Viewer process stopping farm or BG render

2017-05-02 Thread Michael Habenicht
I used to reset all viewers to None when a script was prepared for sending to 
the farm to work around this bug.
When switching to Ocio that was no problem anymore as the show specific config 
is always set through the environment variable.
So what do you define in your menu.py, Howard?

Nathan Rusch  wrote:

>This is definitely a bug. There is no reason a Viewer should have any
>effect on a headless render. I reported this and had it logged as Bug
>35502 back in 2013, and tried again last October to complete radio
>silence. I just pinged them about it again, so maybe third time's the
>charm.
>
>-Nathan
>
>On 5/2/2017 2:31 AM, Howard Jones wrote:
>
>Aha! - menu.py as I wanted it to be show specific.
>Thanks - I guess I’ll forget the show for the moment.
>
>
>Howard Jones
>Visual Effects Supervisor
>m: 07973 265624 | e: how...@axis-vfx.com |
>w: www.axis-vfx.com
>
>
>
>On 2 May 2017, at 09:38, Ben Dickson
>> wrote:
>
>Hm, are you registering the "showLUT" viewer process from menu.py or
>init.py?
>
>On 02/05/17 17:36, Howard Jones wrote:
>Hi
>
>I have a basic gizmo with an OCIOFileTransform in it which is the
>showLUT. If I submit to the Nuke BG renderer or deadline Farm I get an
>error. Nuke’s is invisible but the farm is
>
>An exception occurred: Error: [ 8:55.48] ERROR: Bad value for
>viewerProcess : showLUT
>
>This was created in Nuke and is attached - though the name of the LUT
>and path have been changed. Created in the correct version of nuke.
>This is fine within Nuke and renders in Nuke but fails on BG and farm.
>
>I have other viewerProcess LUTs that are fine but this is the only one
>with OCIOFileTransform and a cube.
>
>Nuke8v06, OS agnostic
>*
>Howard**Jones*
>Visual Effects Supervisor
>m: 07973 265624| e:how...@axis-vfx.com
>| w:
>www.axis-vfx.com
>>
>
>*
>*
>
>*A X I S V F X*
>
>The Bottle Yard Studios
>
>__
>
>Whitchurch Lane
>
>Bristol BS14 0BH
>
>axis-vfx.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
>
>
>--
>ben dickson
>2D TD | ben.dick...@rsp.com.au
>rising sun pictures | www.rsp.com.au
>___
>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
>
>
>
>
>
>[http://www.axisanimation.com/site/assets/files/3375/axisvfxsig4.jpg]
>
>
>A X I S V F X
>
>The Bottle Yard Studios
>
>Whitchurch Lane
>
>Bristol BS14 0BH
>
>
>
>axis-vfx.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


Re: [Nuke-users] Viewer process stopping farm or BG render

2017-05-02 Thread Nathan Rusch
This is definitely a bug. There is no reason a Viewer should have any effect on 
a headless render. I reported this and had it logged as Bug 35502 back in 2013, 
and tried again last October to complete radio silence. I just pinged them 
about it again, so maybe third time's the charm.

-Nathan

On 5/2/2017 2:31 AM, Howard Jones wrote:

Aha! - menu.py as I wanted it to be show specific.
Thanks - I guess I’ll forget the show for the moment.


Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: 
www.axis-vfx.com



On 2 May 2017, at 09:38, Ben Dickson 
> wrote:

Hm, are you registering the "showLUT" viewer process from menu.py or init.py?

On 02/05/17 17:36, Howard Jones wrote:
Hi

I have a basic gizmo with an OCIOFileTransform in it which is the
showLUT. If I submit to the Nuke BG renderer or deadline Farm I get an
error. Nuke’s is invisible but the farm is

An exception occurred: Error: [ 8:55.48] ERROR: Bad value for
viewerProcess : showLUT

This was created in Nuke and is attached - though the name of the LUT
and path have been changed. Created in the correct version of nuke.
This is fine within Nuke and renders in Nuke but fails on BG and farm.

I have other viewerProcess LUTs that are fine but this is the only one
with OCIOFileTransform and a cube.

Nuke8v06, OS agnostic
*
Howard**Jones*
Visual Effects Supervisor
m: 07973 265624| e:how...@axis-vfx.com 
| w:
www.axis-vfx.com 
>

*
*

*A X I S V F X*

The Bottle Yard Studios

__

Whitchurch Lane

Bristol BS14 0BH

axis-vfx.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


--
ben dickson
2D TD | ben.dick...@rsp.com.au
rising sun pictures | www.rsp.com.au
___
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





[http://www.axisanimation.com/site/assets/files/3375/axisvfxsig4.jpg]


A X I S V F X

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH



axis-vfx.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] Viewer process stopping farm or BG render

2017-05-02 Thread Howard Jones
Aha! - menu.py as I wanted it to be show specific. 
Thanks - I guess I’ll forget the show for the moment.

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 2 May 2017, at 09:38, Ben Dickson  wrote:
> 
> Hm, are you registering the "showLUT" viewer process from menu.py or init.py?
> 
> On 02/05/17 17:36, Howard Jones wrote:
>> Hi
>> 
>> I have a basic gizmo with an OCIOFileTransform in it which is the
>> showLUT. If I submit to the Nuke BG renderer or deadline Farm I get an
>> error. Nuke’s is invisible but the farm is
>> 
>> An exception occurred: Error: [ 8:55.48] ERROR: Bad value for
>> viewerProcess : showLUT
>> 
>> This was created in Nuke and is attached - though the name of the LUT
>> and path have been changed. Created in the correct version of nuke.
>> This is fine within Nuke and renders in Nuke but fails on BG and farm.
>> 
>> I have other viewerProcess LUTs that are fine but this is the only one
>> with OCIOFileTransform and a cube.
>> 
>> Nuke8v06, OS agnostic
>> *
>> Howard**Jones*
>> Visual Effects Supervisor
>> m: 07973 265624| e:how...@axis-vfx.com  
>> >| w:
>> www.axis-vfx.com  > >
>> 
>> *
>> *
>> 
>> *A X I S V F X*
>> 
>> The Bottle Yard Studios
>> 
>> __
>> 
>> Whitchurch Lane
>> 
>> Bristol BS14 0BH
>> 
>> axis-vfx.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 
>> 
>> 
> 
> -- 
> ben dickson
> 2D TD | ben.dick...@rsp.com.au 
> rising sun pictures | www.rsp.com.au 
> ___
> 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 
> 

-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.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] Viewer process stopping farm or BG render

2017-05-02 Thread Ben Dickson
Hm, are you registering the "showLUT" viewer process from menu.py or 
init.py?


On 02/05/17 17:36, Howard Jones wrote:

Hi

I have a basic gizmo with an OCIOFileTransform in it which is the
showLUT. If I submit to the Nuke BG renderer or deadline Farm I get an
error. Nuke’s is invisible but the farm is

An exception occurred: Error: [ 8:55.48] ERROR: Bad value for
viewerProcess : showLUT

This was created in Nuke and is attached - though the name of the LUT
and path have been changed. Created in the correct version of nuke.
This is fine within Nuke and renders in Nuke but fails on BG and farm.

I have other viewerProcess LUTs that are fine but this is the only one
with OCIOFileTransform and a cube.

Nuke8v06, OS agnostic
*
Howard**Jones*
Visual Effects Supervisor
m: 07973 265624| e:how...@axis-vfx.com | w:
www.axis-vfx.com 

*
*

*A X I S V F X*

The Bottle Yard Studios

__

Whitchurch Lane

Bristol BS14 0BH

axis-vfx.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



--
ben dickson
2D TD | ben.dick...@rsp.com.au
rising sun pictures | www.rsp.com.au
___
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] env on Mac, nuke

2017-04-28 Thread Andrew Mumford
Agreed nice and easy for the semi-permanent stuff. Working well at office and 
approachable for a non techie artist as well.


> On Apr 25, 2017, at 00:49, Diogo Girondi <diogogiro...@gmail.com> wrote:
> 
> If you're not into bash and stuff, the easiest and less tecnical way to set 
> permanent environment variables on MacOS is by using the EnvPane. 
> 
> https://diaryproducts.net/EnvPane <https://diaryproducts.net/EnvPane>
> 
> Cheers,
> Diogo
> 
> _
> From: Howard Jones <how...@axis-vfx.com <mailto:how...@axis-vfx.com>>
> Sent: Tuesday, April 25, 2017 04:35
> Subject: Re: [Nuke-users] Re: env on Mac, nuke
> To: Nuke user discussion <nuke-users@support.thefoundry.co.uk 
> <mailto:nuke-users@support.thefoundry.co.uk>>
> 
> 
> Do the same without the project approach to a central shared location. Set 
> nuke_path to that. Set /etc/bashrc for all users on a machine and launch from 
> a shell. 
> 
> Howard
> 
> On 25 Apr 2017, at 1:52 am, Gary Jaeger <g...@corestudio.com 
> <mailto:g...@corestudio.com>> wrote:
> 
> Interesting, thanks Michael. So you're setting name aliases in .bash_profile 
> per project? I do think we want a more generalized approach. What's an 
> example of what you are customizing between projects?
> 
> On Mon, Apr 24, 2017 at 5:36 PM, Michael Garrett <michaeld...@gmail.com 
> <mailto:michaeld...@gmail.com>> wrote:
> The general approach is to define NUKE_PATH for that project, for the custom 
> nuke environment (like the .nuke folder but on the network). Then you have 
> the custom init.py, menu.py and gizmos etc living there. For example, the 
> most basic way of doing it in .bash_profile on OSX:
> export NUKE_PATH="path/to/your/project/pipeline/nuke" 
> 
> If you want to abstract it a bit more, set an abbreviated name alias for the 
> project which you can set up to take you to the working directory and also 
> set the NUKE_PATH for that project with all the customisations. That way, you 
> can easily switch between projects with a new shell and when you launch Nuke 
> you will get the relevant customised version. I've actually never tried to 
> get environment.plist working, but it does seem like a pain and it's easier 
> to repurpose scripting and variables between OSX and Linux (and now Windows 
> 10??)  when sticking to using a bash terminal.
> 
> On 24 April 2017 at 19:26, Gary Jaeger <g...@corestudio.com 
> <mailto:g...@corestudio.com>> wrote:
> OK, answered my own question. Looks like creating an environment.plist in 
> ~/Library/LaunchAgents/ does the trick. 
> 
> now another. do you all create an init.py and menu.py on each workstation? I 
> tried creating a simlink to files on a central server, which seems to work, 
> but not sure if there are downsides to that approach? Trying to keep the 
> admin to a minimum. 
> 
> Thanks
> 
> http://www.dowdandassociates.com/blog/content/howto-set-an-environment-variable-in-mac-os-x-launchd-plist/
>  
> <http://www.dowdandassociates.com/blog/content/howto-set-an-environment-variable-in-mac-os-x-launchd-plist/>
> 
> 
> Gary Jaeger / 650.728.7957 <> direct / 415.518.1419 <> mobile
> http://corestudio.com <http://corestudio.com/>
> On Apr 24, 2017, at 3:58 PM, Gary Jaeger <g...@corestudio.com 
> <mailto:g...@corestudio.com>> wrote:
> 
> Where is the current place to set env variables on the mac? Googling gives me 
> various answers, none of which I can really get to work. The latest (and what 
> the foundry docs say)  seems to be launchd.conf, but for instance if I put 
> 
> setenv NUKE_PATH /Volumes/tools/nuke10_5
> setenv OFX_PLUGIN_PATH /Volumes/tools/nuke10_5/OFX
> 
> they don't seem to get picked up
> 
> also, what’s the difference between ‘setenv’ and ‘export’ ?
> 
> thanks
> 
> Gary Jaeger / 650.728.7957 <> direct / 415.518.1419 <> mobile
> http://corestudio.com <http://corestudio.com/>
> 
> 
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk 
> <mailto:Nuke-users@support.thefoundry.co.uk>, http://forums.thefoundry.co.uk/ 
> <http://forums.thefoundry.co.uk/>
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users 
> <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://forums.thefoundry.co.uk/>
> http://support.thefoundr

Re: [Nuke-users] caraVR stereo stitching tuts OZO camera

2017-04-27 Thread Matt Plec
Ah, I see. Sorry, but I've got no experience with the Ozo camera workflow
myself, I thought you were saying you were good with the Cara part of the
process and looking for general nuke stereo workflow info, which does seem
a bit hard to find now with new content focused on Cara and assuming the
basics.


On Sun, Apr 23, 2017 at 12:09 AM, adam jones  wrote:

> Dear Matt
>
> So I am also ok with the stereo workflow when it comes to a single view (2
> cameras of course for stereo) shoot.
>
> But what you are saying is that interns or working with VR (OZO currently)
> I should follow the same work flow.
>
> I came across the foundry caraVR part 1 and part 2 which talks about
> working with stereo, some thing about in the c_stich node “enable stereo
> stitch” does this invoke a different type of stereo work flow?  does this
> create real stereo or a faked stereo using ing some sort of 2D offset?
>
> I believe the OZO camera with 8 views does have plenty of view over lap to
> create really stereo but does the “enable stereo stitch” take advantage of
> this.
>
> On a side not the OZO with 8 cameras creates oh so much data I am fearing
> being presented with a gig using the faceBook 24 camera rig.
>
> Disk space these days is cheap but 24 x times the data for VR makes it
> that much more expensive, not to mention pressing power, any one have any
> data managing tips and tricks
>
> Regards
> -adam
>
>
> On 23 Apr 2017, at 4:48 PM, Matt Plec  wrote:
>
> Hi Adam -
>
> I don't think the fundamental stereo workflow has changed dramatically
> since we introduced it, so your best bet is probably digging back to older
> videos. We did a "masterclass" event that had two major sections, one on
> shooting and another on working with the footage in Nuke. Check out the
> Preparing the Plates videos in NUKE Stereo Master Class 2010
>  on youtube.
>
>
>
> On Tue, Apr 18, 2017 at 11:26 PM, adam jones  wrote:
>
>> Hey there all
>>
>> So I am in need of some guidance..
>>
>> So I am using caraVR to stitch some content captured on the OZO camera, I
>> am all good with caraVR 2d but I was wondering if any one can point me in
>> the direction of a tutorial or example script of a stereo work flow.
>>
>> There is one tit floating around with he OZO <-> caraVR work flow that
>> said a second tut was coming emplaning the stereo workflow but as yet
>> nothing.
>>
>> either a example script that I can pick though or a tut would be awesome.
>>
>> regards
>> -adam
>>
>> ___
>> 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

Re: [Nuke-users] set Views to "main" when write node prompts for render

2017-04-25 Thread Jason Huang
Thanks so much, Jake. Works like a charm!

- Jason

On Tue, Apr 25, 2017 at 2:27 PM, Jake Richards 
wrote:

> nukescripts.setRenderDialogDefaultOption('multi_view','main')
>
___
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] set Views to "main" when write node prompts for render

2017-04-25 Thread Jake Richards
I believe this should do it: 

nukescripts.setRenderDialogDefaultOption('multi_view','main') 

- Original Message -

| From: "Jason Huang" 
| To: "nuke-user mail list" 
| Sent: Monday, April 24, 2017 9:57:01 PM
| Subject: [Nuke-users] set Views to "main" when write node prompts for
| render

| Hi,

| The script I am working on has about 12 views. It's a bit annoying
| that whenever I need to write out images the first time after
| opening the script, I have to manually untick all the views, except
| the "main", before execute the render. (in default, all the views
| are ticked)

| Is there a way through python to quickly set the Views in the render
| prompt to only render the "main" view?

| Thanks,
| Jason
| ___
| Nuke-users mailing list
| Nuke-users@support.thefoundry.co.uk,
| 
https://urldefense.proofpoint.com/v2/url?u=http-3A__forums.thefoundry.co.uk_=DwICAg=hHkK43hKb5uKUGaYMJ-p252cFdfVBHtyegDvswk59fU=hdh6ldFziktt1N0wAi7bK3Mjov-6LjULd6ZgRd44U6s=0kUOjCE7ImcmaE7TUObgd89-lme7i8lPBXqrojUfs_w=xt_75L-1ePBzErpuxCoDJlrJV-Jtd3OvXlCbxDzjW0E=
| 
https://urldefense.proofpoint.com/v2/url?u=http-3A__support.thefoundry.co.uk_cgi-2Dbin_mailman_listinfo_nuke-2Dusers=DwICAg=hHkK43hKb5uKUGaYMJ-p252cFdfVBHtyegDvswk59fU=hdh6ldFziktt1N0wAi7bK3Mjov-6LjULd6ZgRd44U6s=0kUOjCE7ImcmaE7TUObgd89-lme7i8lPBXqrojUfs_w=oaCfKz3ZvWRpEhjdnjnzAevk-FJIo8wk02R7g7ZOIUk=___
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] Re: env on Mac, nuke

2017-04-25 Thread Diogo Girondi






If you're not into bash and stuff, the easiest and less 
tecnical way to set permanent environment variables on MacOS is by using the 
EnvPane. 
https://diaryproducts.net/EnvPane
Cheers,Diogo



_
From: Howard Jones <how...@axis-vfx.com>
Sent: Tuesday, April 25, 2017 04:35
Subject: Re: [Nuke-users] Re: env on Mac, nuke
To: Nuke user discussion <nuke-users@support.thefoundry.co.uk>


Do the same without the project approach to a central shared location. Set 
nuke_path to that. Set /etc/bashrc for all users on a machine and launch from a 
shell. 

Howard
On 25 Apr 2017, at 1:52 am, Gary Jaeger <g...@corestudio.com> wrote:

Interesting, thanks Michael. So you're setting name aliases in .bash_profile 
per project? I do think we want a more generalized approach. What's an example 
of what you are customizing between projects?
On Mon, Apr 24, 2017 at 5:36 PM, Michael Garrett <michaeld...@gmail.com> wrote:
The general approach is to define NUKE_PATH for that project, for the custom 
nuke environment (like the .nuke folder but on the network). Then you have the 
custom init.py, menu.py and gizmos etc living there. For example, the most 
basic way of doing it in .bash_profile on OSX:export 
NUKE_PATH="path/to/your/project/pipeline/nuke" 
If you want to abstract it a bit more, set an abbreviated name alias for the 
project which you can set up to take you to the working directory and also set 
the NUKE_PATH for that project with all the customisations. That way, you can 
easily switch between projects with a new shell and when you launch Nuke you 
will get the relevant customised version. I've actually never tried to get 
environment.plist working, but it does seem like a pain and it's easier to 
repurpose scripting and variables between OSX and Linux (and now Windows 10??)  
when sticking to using a bash terminal.
On 24 April 2017 at 19:26, Gary Jaeger <g...@corestudio.com> wrote:
OK, answered my own question. Looks like creating an environment.plist in 
~/Library/LaunchAgents/ does the trick. 
now another. do you all create an init.py and menu.py on each workstation? I 
tried creating a simlink to files on a central server, which seems to work, but 
not sure if there are downsides to that approach? Trying to keep the admin to a 
minimum. 
Thanks

http://www.dowdandassociates.com/blog/content/howto-set-an-environment-variable-in-mac-os-x-launchd-plist/


Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobilehttp://corestudio.com
On Apr 24, 2017, at 3:58 PM, Gary Jaeger <g...@corestudio.com> wrote:
Where is the current place to set env variables on the mac? Googling gives me 
various answers, none of which I can really get to work. The latest (and what 
the foundry docs say)  seems to be launchd.conf, but for instance if I put 
setenv NUKE_PATH /Volumes/tools/nuke10_5setenv OFX_PLUGIN_PATH 
/Volumes/tools/nuke10_5/OFX
they don't seem to get picked up

also, what’s the difference between ‘setenv’ and ‘export’ ?
thanks
Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobilehttp://corestudio.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



-- 
Gary Jaeger // Core Studio249 Princeton AvenueHalf Moon Bay, CA 
94019650.728.7957 (direct) • 650.728.7060 
(main)http://corestudio.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







A X I S V F X

The Bottle Yard Studios



Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.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] Re: env on Mac, nuke

2017-04-25 Thread Howard Jones
Do the same without the project approach to a central shared location. Set 
nuke_path to that. Set /etc/bashrc for all users on a machine and launch from a 
shell. 

Howard

> On 25 Apr 2017, at 1:52 am, Gary Jaeger  wrote:
> 
> Interesting, thanks Michael. So you're setting name aliases in .bash_profile 
> per project? I do think we want a more generalized approach. What's an 
> example of what you are customizing between projects?
> 
>> On Mon, Apr 24, 2017 at 5:36 PM, Michael Garrett  
>> wrote:
>> The general approach is to define NUKE_PATH for that project, for the custom 
>> nuke environment (like the .nuke folder but on the network). Then you have 
>> the custom init.py, menu.py and gizmos etc living there. For example, the 
>> most basic way of doing it in .bash_profile on OSX:
>> export NUKE_PATH="path/to/your/project/pipeline/nuke" 
>> 
>> If you want to abstract it a bit more, set an abbreviated name alias for the 
>> project which you can set up to take you to the working directory and also 
>> set the NUKE_PATH for that project with all the customisations. That way, 
>> you can easily switch between projects with a new shell and when you launch 
>> Nuke you will get the relevant customised version. I've actually never tried 
>> to get environment.plist working, but it does seem like a pain and it's 
>> easier to repurpose scripting and variables between OSX and Linux (and now 
>> Windows 10??)  when sticking to using a bash terminal.
>> 
>>> On 24 April 2017 at 19:26, Gary Jaeger  wrote:
>>> OK, answered my own question. Looks like creating an environment.plist in 
>>> ~/Library/LaunchAgents/ does the trick. 
>>> 
>>> now another. do you all create an init.py and menu.py on each workstation? 
>>> I tried creating a simlink to files on a central server, which seems to 
>>> work, but not sure if there are downsides to that approach? Trying to keep 
>>> the admin to a minimum. 
>>> 
>>> Thanks
>>> 
>>> http://www.dowdandassociates.com/blog/content/howto-set-an-environment-variable-in-mac-os-x-launchd-plist/
>>> 
>>> 
>>> Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
>>> http://corestudio.com
>>> 
 On Apr 24, 2017, at 3:58 PM, Gary Jaeger  wrote:
 
 Where is the current place to set env variables on the mac? Googling gives 
 me various answers, none of which I can really get to work. The latest 
 (and what the foundry docs say)  seems to be launchd.conf, but for 
 instance if I put 
 
 setenv NUKE_PATH /Volumes/tools/nuke10_5
 setenv OFX_PLUGIN_PATH /Volumes/tools/nuke10_5/OFX
 
 they don't seem to get picked up
 
 also, what’s the difference between ‘setenv’ and ‘export’ ?
 
 thanks
 
 Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
 http://corestudio.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
> 
> 
> 
> -- 
> Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650.728.7957 (direct) • 650.728.7060 (main)
> http://corestudio.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

-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.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] Re: env on Mac, nuke

2017-04-24 Thread Michael Garrett
Gary,

I took this off-list to save everyone from a semi-long email!

Michael

On 24 April 2017 at 20:52, Gary Jaeger  wrote:

> Interesting, thanks Michael. So you're setting name aliases in
> .bash_profile per project? I do think we want a more generalized approach.
> What's an example of what you are customizing between projects?
>
> On Mon, Apr 24, 2017 at 5:36 PM, Michael Garrett 
> wrote:
>
>> The general approach is to define NUKE_PATH for that project, for the
>> custom nuke environment (like the .nuke folder but on the network). Then
>> you have the custom init.py, menu.py and gizmos etc living there. For
>> example, the most basic way of doing it in .bash_profile on OSX:
>> export NUKE_PATH="path/to/your/project/pipeline/nuke"
>>
>> If you want to abstract it a bit more, set an abbreviated name alias for
>> the project which you can set up to take you to the working directory and
>> also set the NUKE_PATH for that project with all the customisations. That
>> way, you can easily switch between projects with a new shell and when you
>> launch Nuke you will get the relevant customised version. I've actually
>> never tried to get environment.plist working, but it does seem like a pain
>> and it's easier to repurpose scripting and variables between OSX and Linux
>> (and now Windows 10??)  when sticking to using a bash terminal.
>>
>> On 24 April 2017 at 19:26, Gary Jaeger  wrote:
>>
>>> OK, answered my own question. Looks like creating an environment.plist
>>> in ~/Library/LaunchAgents/ does the trick.
>>>
>>> now another. do you all create an init.py and menu.py on each
>>> workstation? I tried creating a simlink to files on a central server, which
>>> seems to work, but not sure if there are downsides to that approach? Trying
>>> to keep the admin to a minimum.
>>>
>>> Thanks
>>>
>>> http://www.dowdandassociates.com/blog/content/howto-set-an-e
>>> nvironment-variable-in-mac-os-x-launchd-plist/
>>>
>>>
>>> *Gary Jaeger */ 650.728.7957 <(650)%20728-7957> direct / 415.518.1419
>>> <(415)%20518-1419> mobile
>>> http://corestudio.com
>>>
>>> On Apr 24, 2017, at 3:58 PM, Gary Jaeger  wrote:
>>>
>>> Where is the current place to set env variables on the mac? Googling
>>> gives me various answers, none of which I can really get to work. The
>>> latest (and what the foundry docs say)  seems to be launchd.conf, but for
>>> instance if I put
>>>
>>> setenv NUKE_PATH /Volumes/tools/nuke10_5
>>> setenv OFX_PLUGIN_PATH /Volumes/tools/nuke10_5/OFX
>>>
>>> they don't seem to get picked up
>>>
>>> also, what’s the difference between ‘setenv’ and ‘export’ ?
>>>
>>> thanks
>>>
>>> *Gary Jaeger */ 650.728.7957 <(650)%20728-7957> direct / 415.518.1419
>>> <(415)%20518-1419> mobile
>>> http://corestudio.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
>>
>
>
>
> --
> Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650.728.7957 <(650)%20728-7957> (direct) • 650.728.7060 <(650)%20728-7060>
> (main)
> http://corestudio.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] Re: env on Mac, nuke

2017-04-24 Thread Gary Jaeger
Interesting, thanks Michael. So you're setting name aliases in
.bash_profile per project? I do think we want a more generalized approach.
What's an example of what you are customizing between projects?

On Mon, Apr 24, 2017 at 5:36 PM, Michael Garrett 
wrote:

> The general approach is to define NUKE_PATH for that project, for the
> custom nuke environment (like the .nuke folder but on the network). Then
> you have the custom init.py, menu.py and gizmos etc living there. For
> example, the most basic way of doing it in .bash_profile on OSX:
> export NUKE_PATH="path/to/your/project/pipeline/nuke"
>
> If you want to abstract it a bit more, set an abbreviated name alias for
> the project which you can set up to take you to the working directory and
> also set the NUKE_PATH for that project with all the customisations. That
> way, you can easily switch between projects with a new shell and when you
> launch Nuke you will get the relevant customised version. I've actually
> never tried to get environment.plist working, but it does seem like a pain
> and it's easier to repurpose scripting and variables between OSX and Linux
> (and now Windows 10??)  when sticking to using a bash terminal.
>
> On 24 April 2017 at 19:26, Gary Jaeger  wrote:
>
>> OK, answered my own question. Looks like creating an environment.plist in
>> ~/Library/LaunchAgents/ does the trick.
>>
>> now another. do you all create an init.py and menu.py on each
>> workstation? I tried creating a simlink to files on a central server, which
>> seems to work, but not sure if there are downsides to that approach? Trying
>> to keep the admin to a minimum.
>>
>> Thanks
>>
>> http://www.dowdandassociates.com/blog/content/howto-set-an-e
>> nvironment-variable-in-mac-os-x-launchd-plist/
>>
>>
>> *Gary Jaeger */ 650.728.7957 <(650)%20728-7957> direct / 415.518.1419
>> <(415)%20518-1419> mobile
>> http://corestudio.com
>>
>> On Apr 24, 2017, at 3:58 PM, Gary Jaeger  wrote:
>>
>> Where is the current place to set env variables on the mac? Googling
>> gives me various answers, none of which I can really get to work. The
>> latest (and what the foundry docs say)  seems to be launchd.conf, but for
>> instance if I put
>>
>> setenv NUKE_PATH /Volumes/tools/nuke10_5
>> setenv OFX_PLUGIN_PATH /Volumes/tools/nuke10_5/OFX
>>
>> they don't seem to get picked up
>>
>> also, what’s the difference between ‘setenv’ and ‘export’ ?
>>
>> thanks
>>
>> *Gary Jaeger */ 650.728.7957 <(650)%20728-7957> direct / 415.518.1419
>> <(415)%20518-1419> mobile
>> http://corestudio.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
>



-- 
Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
650.728.7957 (direct) • 650.728.7060 (main)
http://corestudio.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] Re: env on Mac, nuke

2017-04-24 Thread Michael Garrett
The general approach is to define NUKE_PATH for that project, for the
custom nuke environment (like the .nuke folder but on the network). Then
you have the custom init.py, menu.py and gizmos etc living there. For
example, the most basic way of doing it in .bash_profile on OSX:
export NUKE_PATH="path/to/your/project/pipeline/nuke"

If you want to abstract it a bit more, set an abbreviated name alias for
the project which you can set up to take you to the working directory and
also set the NUKE_PATH for that project with all the customisations. That
way, you can easily switch between projects with a new shell and when you
launch Nuke you will get the relevant customised version. I've actually
never tried to get environment.plist working, but it does seem like a pain
and it's easier to repurpose scripting and variables between OSX and Linux
(and now Windows 10??)  when sticking to using a bash terminal.

On 24 April 2017 at 19:26, Gary Jaeger  wrote:

> OK, answered my own question. Looks like creating an environment.plist in
> ~/Library/LaunchAgents/ does the trick.
>
> now another. do you all create an init.py and menu.py on each workstation?
> I tried creating a simlink to files on a central server, which seems to
> work, but not sure if there are downsides to that approach? Trying to keep
> the admin to a minimum.
>
> Thanks
>
> http://www.dowdandassociates.com/blog/content/howto-set-an-
> environment-variable-in-mac-os-x-launchd-plist/
>
>
> *Gary Jaeger */ 650.728.7957 <(650)%20728-7957> direct / 415.518.1419
> <(415)%20518-1419> mobile
> http://corestudio.com
>
> On Apr 24, 2017, at 3:58 PM, Gary Jaeger  wrote:
>
> Where is the current place to set env variables on the mac? Googling gives
> me various answers, none of which I can really get to work. The latest (and
> what the foundry docs say)  seems to be launchd.conf, but for instance if I
> put
>
> setenv NUKE_PATH /Volumes/tools/nuke10_5
> setenv OFX_PLUGIN_PATH /Volumes/tools/nuke10_5/OFX
>
> they don't seem to get picked up
>
> also, what’s the difference between ‘setenv’ and ‘export’ ?
>
> thanks
>
> *Gary Jaeger */ 650.728.7957 <(650)%20728-7957> direct / 415.518.1419
> <(415)%20518-1419> mobile
> http://corestudio.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] env on Mac, nuke

2017-04-24 Thread Michael Garrett
I'll admit on my Mac laptop I do it the easy, not that versatile way and
just do this in my login .bash_profile, using 'export' for setting
environment variables and also setting up an alias to launch Nuke from a
shell. This is how it's described in the Nuke docs.  If you want the
variables to stick you can't launch Nuke from the Finder this way though,
hence the app alias - and it'll only work for that user login.

On 24 April 2017 at 18:58, Gary Jaeger  wrote:

> Where is the current place to set env variables on the mac? Googling gives
> me various answers, none of which I can really get to work. The latest (and
> what the foundry docs say)  seems to be launchd.conf, but for instance if I
> put
>
> setenv NUKE_PATH /Volumes/tools/nuke10_5
> setenv OFX_PLUGIN_PATH /Volumes/tools/nuke10_5/OFX
>
> they don't seem to get picked up
>
> also, what’s the difference between ‘setenv’ and ‘export’ ?
>
> thanks
>
> *Gary Jaeger */ 650.728.7957 <(650)%20728-7957> direct / 415.518.1419
> <(415)%20518-1419> mobile
> http://corestudio.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] caraVR stereo stitching tuts OZO camera

2017-04-23 Thread adam jones
Dear Matt

So I am also ok with the stereo workflow when it comes to a single view (2 
cameras of course for stereo) shoot.

But what you are saying is that interns or working with VR (OZO currently) I 
should follow the same work flow.

I came across the foundry caraVR part 1 and part 2 which talks about working 
with stereo, some thing about in the c_stich node “enable stereo stitch” does 
this invoke a different type of stereo work flow?  does this create real stereo 
or a faked stereo using ing some sort of 2D offset?

I believe the OZO camera with 8 views does have plenty of view over lap to 
create really stereo but does the “enable stereo stitch” take advantage of this.

On a side not the OZO with 8 cameras creates oh so much data I am fearing being 
presented with a gig using the faceBook 24 camera rig.

Disk space these days is cheap but 24 x times the data for VR makes it that 
much more expensive, not to mention pressing power, any one have any data 
managing tips and tricks

Regards
-adam


> On 23 Apr 2017, at 4:48 PM, Matt Plec  wrote:
> 
> Hi Adam -
> 
> I don't think the fundamental stereo workflow has changed dramatically since 
> we introduced it, so your best bet is probably digging back to older videos. 
> We did a "masterclass" event that had two major sections, one on shooting and 
> another on working with the footage in Nuke. Check out the Preparing the 
> Plates videos in NUKE Stereo Master Class 2010 
>  on youtube.
> 
> 
> 
> On Tue, Apr 18, 2017 at 11:26 PM, adam jones  > wrote:
> Hey there all
> 
> So I am in need of some guidance..
> 
> So I am using caraVR to stitch some content captured on the OZO camera, I am 
> all good with caraVR 2d but I was wondering if any one can point me in the 
> direction of a tutorial or example script of a stereo work flow.
> 
> There is one tit floating around with he OZO <-> caraVR work flow that said a 
> second tut was coming emplaning the stereo workflow but as yet nothing.
> 
> either a example script that I can pick though or a tut would be awesome.
> 
> regards
> -adam
> 
> ___
> 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] caraVR stereo stitching tuts OZO camera

2017-04-23 Thread Matt Plec
Hi Adam -

I don't think the fundamental stereo workflow has changed dramatically
since we introduced it, so your best bet is probably digging back to older
videos. We did a "masterclass" event that had two major sections, one on
shooting and another on working with the footage in Nuke. Check out the
Preparing the Plates videos in NUKE Stereo Master Class 2010
 on youtube.



On Tue, Apr 18, 2017 at 11:26 PM, adam jones  wrote:

> Hey there all
>
> So I am in need of some guidance..
>
> So I am using caraVR to stitch some content captured on the OZO camera, I
> am all good with caraVR 2d but I was wondering if any one can point me in
> the direction of a tutorial or example script of a stereo work flow.
>
> There is one tit floating around with he OZO <-> caraVR work flow that
> said a second tut was coming emplaning the stereo workflow but as yet
> nothing.
>
> either a example script that I can pick though or a tut would be awesome.
>
> regards
> -adam
>
> ___
> 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] Saturation slider

2017-04-21 Thread Howard Jones
You could do this via VIEWER_INPUT I would think

Howard

> On 21 Apr 2017, at 3:08 pm, Gabor Hovanyi  wrote:
> 
> Yes and no. 
> You could build a dummy node with controls like in the roto node for example. 
> Unfortunately as soon as  you close the node's properties you loose those 
> knobs in the Viewer...
> It's fairly well documented in the NDK.
> 
> Gabor
> 
>> On Apr 21, 2017, at 2:37 AM, Misho Ristov  wrote:
>> 
>> Hi all,
>> 
>> Is there a way to add a saturation slider in the Viewer, next to the gamma 
>> slider? Is that open in the api?
>> 
>> thanks,
>> Misho
>> 
>> ___
>> 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

-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.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 11 beta

2017-04-21 Thread Marten Blumen
"First Look at Nuke 11.0

In open beta starting April 2017, Nuke 11.0 will be the next major release
of the industry’s leading compositor. Focusing on collaboration and
performance, Nuke 11.0 introduces exciting features to the Nuke family
including Live Groups, Lens Distortion improvements, and Timeline Disk
Caching, as well as a huge update to the latest industry standards via the
VFX Reference Platform 2017. Daily demos will be available in the AMD
(SL2424) and HP booths (SL2424), and as part of Foundry’s big event on
Monday, April 24."

http://www.awn.com/news/foundry-bringing-sneak-peeks-elara-and-nuke-11-nab-2017



On 22 April 2017 at 06:34, michael vorberg 
wrote:

> Depends on your expectations
>
> But your not allowed to speak about any beta
>
> Am 21.04.2017 20:26 schrieb "Crunch vFx" :
>
>> hey guys any good news >> ???
>>
>>
>> ___
>> 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 11 beta

2017-04-21 Thread michael vorberg
Depends on your expectations

But your not allowed to speak about any beta

Am 21.04.2017 20:26 schrieb "Crunch vFx" :

> hey guys any good news >> ???
>
>
> ___
> 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] Saturation slider

2017-04-21 Thread Gabor Hovanyi
Yes and no. 
You could build a dummy node with controls like in the roto node for example. 
Unfortunately as soon as  you close the node's properties you loose those knobs 
in the Viewer...
It's fairly well documented in the NDK.

Gabor

> On Apr 21, 2017, at 2:37 AM, Misho Ristov  wrote:
> 
> Hi all,
> 
> Is there a way to add a saturation slider in the Viewer, next to the gamma 
> slider? Is that open in the api?
> 
> thanks,
> Misho
> 
> ___
> 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] Deep to position

2017-04-20 Thread Hugo Léveillé
Hey thanks, works great. But for some reasons, depth channel has some
holes in it when outputted from nuke's scanline renderer. with
overlapping geos. But good enought for what I need

-- 
  Hugo Léveillé


On Wed, Apr 19, 2017, at 11:47, Marco Meyer wrote:
> 
> Unless you have to stay in Deep, you can use a DeepToImage and a
> DepthToPosition with the depth layer that is silently generated from
> your merged Deep layers afterwards.
> 
> 
> 
> On Wed, 2017-04-19 at 08:55 -0400, Hugo Léveillé wrote:
> > Is there a quick way to generate a 2d position pass out of merged deep
> > layers. I have several deep layers that I combined together before
> > outputting to 2d and I would like to get the position pass of all those
> > layers. Could probably get this using the scanline render on a
> > deeptopoint but that would probably have quality loss
> > 
> 
> 
> ___
> 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] ACES / OCIO color workflow -- D60 vs. D65 white point...

2017-04-19 Thread Rich Bobo


> On Apr 19, 2017, at 7:02 PM, Haarm-Pieter Duiker  
> wrote:
> 
> Grab the latest, 1.0.3, OCIO config. This includes a D65 sRGB Output 
> Transform. 

Thanks - I will!

Rich

> 
> HP
> 
> 
> 
> On Wed, Apr 19, 2017 at 2:51 PM Rich Bobo  > wrote:
> OK, here’s a dumb question for those who have spent some time with an ACES 
> color workflow…
> 
> Is there any easy or recommended way to use ACES with a D65 white point, 
> instead of the built-in D60 white point? 99.99% of our work will be seen in 
> the D65 white point world -- LCD monitors & TVs, mobile devices, etc., so I’d 
> like to make that as seamless as possible… Any recommendations or solutions?
> 
> 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 most absurd and reckless aspirations have sometimes led to 
> extraordinary success."
> - Vauvenargues
> 
> 
> 
> 
> 
> ___
> 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] ACES / OCIO color workflow -- D60 vs. D65 white point...

2017-04-19 Thread Haarm-Pieter Duiker
Grab the latest, 1.0.3, OCIO config. This includes a D65 sRGB Output
Transform.

HP



On Wed, Apr 19, 2017 at 2:51 PM Rich Bobo  wrote:

> OK, here’s a dumb question for those who have spent some time with an ACES
> color workflow…
>
> Is there any easy or recommended way to use ACES with a D65 white point,
> instead of the built-in D60 white point? 99.99% of our work will be seen in
> the D65 white point world -- LCD monitors & TVs, mobile devices, etc., so
> I’d like to make that as seamless as possible… Any recommendations or
> solutions?
>
> 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 most absurd and reckless aspirations have sometimes led to
> extraordinary success."
> - Vauvenargues
>
>
>
>
>
> ___
> 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] Tracker - Valid Frame Range - am I missing something?

2017-04-19 Thread Michael Garrett
Yes it's more than a shame the 'e' parameter doesn't work. The other thing
that may help in this situation is to bake out Transform nodes for
individual tracks and string them together. I try to get out of the Tracker
node as soon as possible. For baked Transform nodes, the transform data
needs to be zero'd out on the start frame for the track taking over, and
retransformed to the correct relative frame. This is a 2d coordinate system
transform.

Judicious use of reference frames and baked still frames of the last frame
of the previous track, parented above the "takeover" track, can get you
there. It helps to have a one frame "track handle" at the start of the next
track, to have as the zero frame to be parented under the last good frame
of the previous track.

Cheers,
Michael


On 19 April 2017 at 12:39, Ned Wilson  wrote:

> Sigh. Thanks for validating Daniel,
>
> I’ll submit this to The Foundry as a bug.
>
> -n
>
> > On Apr 19, 2017, at 9:37 AM, Daniel Hartlehnert  wrote:
> >
> > Afaik, the e parameter is completely bugged.
> > If you want to create your matchmove, you have to use trackers that are
> valid throughout the whole sequence i am afraid.
> >
> > Cheers,
> > Daniel
> >
> >> Am 19.04.2017 um 02:55 schrieb Ned Wilson :
> >>
> >> I have a shot that I’m tracking which is quite complex, and has a whip
> pan in it. I’m trying to do a basic 2D track to get the background image
> in. I have 14 tracking points, but not all of them are valid throughout the
> entire sequence. Much to my chagrin, I found out that when you set the
> tracker to matchmove, it is taking an average of every tracker, regardless
> of if it has a tracked keyframe or not. I tried going through and manually
> animating the “e” parameter, but to no avail.
> >>
> >> Am I missing something here? Or, I’m on Nuke 9.0v7, has this been fixed
> in a later version?
> >>
> >> Thanks!
> >>
> >> -n
> >>
> >> ___
> >> 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

Re: [Nuke-users] Tracker - Valid Frame Range - am I missing something?

2017-04-19 Thread Ned Wilson
Sigh. Thanks for validating Daniel,

I’ll submit this to The Foundry as a bug.

-n

> On Apr 19, 2017, at 9:37 AM, Daniel Hartlehnert  wrote:
> 
> Afaik, the e parameter is completely bugged.
> If you want to create your matchmove, you have to use trackers that are valid 
> throughout the whole sequence i am afraid.
> 
> Cheers,
> Daniel
> 
>> Am 19.04.2017 um 02:55 schrieb Ned Wilson :
>> 
>> I have a shot that I’m tracking which is quite complex, and has a whip pan 
>> in it. I’m trying to do a basic 2D track to get the background image in. I 
>> have 14 tracking points, but not all of them are valid throughout the entire 
>> sequence. Much to my chagrin, I found out that when you set the tracker to 
>> matchmove, it is taking an average of every tracker, regardless of if it has 
>> a tracked keyframe or not. I tried going through and manually animating the 
>> “e” parameter, but to no avail.
>> 
>> Am I missing something here? Or, I’m on Nuke 9.0v7, has this been fixed in a 
>> later version?
>> 
>> Thanks!
>> 
>> -n
>> 
>> ___
>> 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] Tracker - Valid Frame Range - am I missing something?

2017-04-19 Thread Daniel Hartlehnert
Afaik, the e parameter is completely bugged.
If you want to create your matchmove, you have to use trackers that are valid 
throughout the whole sequence i am afraid.

Cheers,
Daniel

> Am 19.04.2017 um 02:55 schrieb Ned Wilson :
> 
> I have a shot that I’m tracking which is quite complex, and has a whip pan in 
> it. I’m trying to do a basic 2D track to get the background image in. I have 
> 14 tracking points, but not all of them are valid throughout the entire 
> sequence. Much to my chagrin, I found out that when you set the tracker to 
> matchmove, it is taking an average of every tracker, regardless of if it has 
> a tracked keyframe or not. I tried going through and manually animating the 
> “e” parameter, but to no avail.
> 
> Am I missing something here? Or, I’m on Nuke 9.0v7, has this been fixed in a 
> later version?
> 
> Thanks!
> 
> -n
> 
> ___
> 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] Deep to position

2017-04-19 Thread Marco Meyer

Unless you have to stay in Deep, you can use a DeepToImage and a
DepthToPosition with the depth layer that is silently generated from
your merged Deep layers afterwards.



On Wed, 2017-04-19 at 08:55 -0400, Hugo Léveillé wrote:
> Is there a quick way to generate a 2d position pass out of merged deep
> layers. I have several deep layers that I combined together before
> outputting to 2d and I would like to get the position pass of all those
> layers. Could probably get this using the scanline render on a
> deeptopoint but that would probably have quality loss
> 


___
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] Primary Visibility

2017-04-12 Thread Danimator
When I apply the fill matte to the object that is casting the
reflection, it disables RayRender from rendering any reflections. I
need to get the objects reflections without the object in there. Just
like you would set up any normal AOV in Maya.  Fillmat replaces the
RGBA values, not hides the visibility.  Visibility is what I need.
Output Mask will work for a shadow pass, but still doesn't solve the
visibility issue.

Thanks

On Wed, Apr 12, 2017 at 10:40 AM, Deke Kincaid  wrote:
> There is a "FillMatte" shader which essentially does this.
>
>
> On Wed, Apr 12, 2017 at 2:21 AM contact  wrote:
>>
>> Hey Daniel,
>> each light has a "output mask" option.
>> You can use this output as a shadow matte.
>> Hope this helps.
>>
>> Cheers
>> Michael
>>
>>
>>  Original message 
>> From: Danimator <3df...@gmail.com>
>> Date: 12/04/2017 01:25 (GMT+01:00)
>> To: Nuke user discussion 
>> Subject: [Nuke-users] Primary Visibility
>>
>> Maybe I missed how to do this, but is there a way to have multiple
>> objects in Nuke 3D space and with the scanline render, or rayRender
>> for that matter, render one of those objects with the primary
>> visibility turned off? So it can cast shadows but be unseen? or create
>> a reflection but be invisible?
>>
>> --
>> Cheers,
>> -Daniel
>>
>>
>> Daniel L Smith
>> VFX Supervisor & Stereographer
>> Foundry Certified NUKE Instructor
>> http://www.danimation.com
>>
>> 716-435-0735 3df...@gmail.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
>
>
> ___
> 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



-- 
Cheers,
-Daniel


Daniel L Smith
VFX Supervisor & Stereographer
Foundry Certified NUKE Instructor
http://www.danimation.com

716-435-0735 3df...@gmail.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] Primary Visibility

2017-04-12 Thread Deke Kincaid
There is a "FillMatte" shader which essentially does this.


On Wed, Apr 12, 2017 at 2:21 AM contact  wrote:

> Hey Daniel,
> each light has a "output mask" option.
> You can use this output as a shadow matte.
> Hope this helps.
>
> Cheers
> Michael
>
>
>  Original message 
> From: Danimator <3df...@gmail.com>
> Date: 12/04/2017 01:25 (GMT+01:00)
> To: Nuke user discussion 
> Subject: [Nuke-users] Primary Visibility
>
> Maybe I missed how to do this, but is there a way to have multiple
> objects in Nuke 3D space and with the scanline render, or rayRender
> for that matter, render one of those objects with the primary
> visibility turned off? So it can cast shadows but be unseen? or create
> a reflection but be invisible?
>
> --
> Cheers,
> -Daniel
>
>
> Daniel L Smith
> VFX Supervisor & Stereographer
> Foundry Certified NUKE Instructor
> http://www.danimation.com
>
> 716-435-0735 3df...@gmail.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
___
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] Primary Visibility

2017-04-12 Thread contact
Hey Daniel,each light has a "output mask" option.You can use this output as a 
shadow matte.Hope this helps.
Cheers Michael

 Original message From: Danimator <3df...@gmail.com> Date: 
12/04/2017  01:25  (GMT+01:00) To: Nuke user discussion 
 Subject: [Nuke-users] Primary Visibility 
Maybe I missed how to do this, but is there a way to have multiple
objects in Nuke 3D space and with the scanline render, or rayRender
for that matter, render one of those objects with the primary
visibility turned off? So it can cast shadows but be unseen? or create
a reflection but be invisible?

-- 
Cheers,
-Daniel


Daniel L Smith
VFX Supervisor & Stereographer
Foundry Certified NUKE Instructor
http://www.danimation.com

716-435-0735 3df...@gmail.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] Selective colour in nuke

2017-04-12 Thread Howard Jones
Still looks good  which is not a bad thing ;)

Howard

> On 11 Apr 2017, at 11:18 pm, Stepan Z  wrote:
> 
> Thank you Howard. However i think right now this is a bit of a coincidence 
> rather than something i actually fully understand. I know that with a lot of 
> things PS is a bit of a mysterious black box, which doesn't work as expected 
> internally. So will keep trying with this! 
> 
>> On 11 Apr 2017, at 19:43, Howard Jones  wrote:
>> 
>> Looks very good though!
>> 
>> The vibrancy tool internally is using the neutrals rather than the 
>> luminance, otherwise similar principle. Not sure why I did that but it would 
>> be easy to wrap what you have done into the tool.
>> Nice to see an old tool (10+ years old) get a new lease of life!
>> 
>> Howard Jones
>> Visual Effects Supervisor
>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>> 
>>> On 11 Apr 2017, at 16:05, motion artist  wrote:
>>> 
>>> Yeah I unpackaged Howards gizmo into a group. 
>>> 
>>> I think I was a bit too excited though and it seems to work in a very 
>>> limited situation and doesn't seem to do much on a test chart. All I did 
>>> was put linear to sRGB and sRGB to linear colorspace nodes either side of 
>>> the gizmo and masked the gizmo by the inverted luminance. Its weird that 
>>> the results are so similar yet not the same. It almost looks like the 
>>> effect is also masked the more saturated the colours are.
>>> 
>>> Try this one:
>>> 
>>> set cut_paste_input [stack 0]
>>> version 10.5 v1
>>> push $cut_paste_input
>>> Colorspace {
>>>  colorspace_out sRGB
>>>  name Colorspace6
>>>  selected true
>>>  xpos -1259
>>>  ypos 136
>>> }
>>> set N9238d800 [stack 0]
>>> Saturation {
>>>  saturation 0
>>>  name Saturation3
>>>  selected true
>>>  xpos -1382
>>>  ypos 212
>>> }
>>> Shuffle {
>>>  green red
>>>  blue red
>>>  alpha red
>>>  name Shuffle5
>>>  selected true
>>>  xpos -1382
>>>  ypos 238
>>> }
>>> Invert {
>>>  name Invert4
>>>  selected true
>>>  xpos -1382
>>>  ypos 264
>>> }
>>> push $N9238d800
>>> secondaryColour2 {
>>>  name SeondaryColour
>>>  note_font Arial
>>>  selected true
>>>  xpos -1107
>>>  ypos 233
>>>  RedKnob {0.5 0 0}
>>>  vibrancyControls 0
>>> }
>>> push $N9238d800
>>> Merge2 {
>>>  inputs 2+1
>>>  name Merge5
>>>  selected true
>>>  xpos -1259
>>>  ypos 319
>>> }
>>> Colorspace {
>>>  colorspace_in sRGB
>>>  name Colorspace7
>>>  selected true
>>>  xpos -1259
>>>  ypos 360
>>> }
>>> push 0
>>> Merge2 {
>>>  inputs 2
>>>  operation difference
>>>  name Merge3
>>>  selected true
>>>  xpos -1493
>>>  ypos 447
>>> }
>>> 
>>> 
 On Tue, Apr 11, 2017 at 3:21 PM, Mario Maruska  
 wrote:
 Gives me a "vibrancy" error, gizmo/plugin within gizmo ?
 
> On Tue, Apr 11, 2017 at 3:43 PM motion artist  
> wrote:
> Forgot to include the selective colour settings in PS.
> 
> Let me know what you guys think
> 
> 
> All the best
> 
> Stepan
> 
>> On Tue, Apr 11, 2017 at 2:41 PM, motion artist  
>> wrote:
>> Ok so this might be a complete accident but I seemed to have gotten a 
>> result in nuke that is in the ballpark of the result in PS. Here are 
>> some stills with the results and settings. 
>> 
>> set cut_paste_input [stack 0]
>> version 10.5 v1
>> push $cut_paste_input
>> Colorspace {
>>  colorspace_out sRGB
>>  name Colorspace1
>>  selected true
>>  xpos -1214
>>  ypos -69
>> }
>> set N9017ac00 [stack 0]
>> Saturation {
>>  saturation 0
>>  name Saturation2
>>  selected true
>>  xpos -1337
>>  ypos 7
>> }
>> Shuffle {
>>  green red
>>  blue red
>>  alpha red
>>  name Shuffle1
>>  selected true
>>  xpos -1337
>>  ypos 33
>> }
>> Invert {
>>  name Invert1
>>  selected true
>>  xpos -1337
>>  ypos 59
>> }
>> push $N9017ac00
>> Group {
>>  name SeondaryColour1
>>  note_font Arial
>>  selected true
>>  xpos -1093
>>  ypos 42
>>  mapsize {0.15 0.15}
>>  addUserKnob {20 User l Grade}
>>  addUserKnob {18 RedKnob l Red R 0 2}
>>  RedKnob {0.5 0 0}
>>  addUserKnob {6 RedKnob_panelDropped l "panel dropped state" -STARTLINE 
>> +HIDDEN}
>>  addUserKnob {22 suppressR l suppress -STARTLINE T 
>> "n=nuke.thisNode()\nn\['RedKnob'].setValue(\[0.18,0.18,0.18])"}
>>  addUserKnob {18 GreenKnob l Green R 0 2}
>>  GreenKnob {0 1 0}
>>  addUserKnob {6 GreenKnob_panelDropped l "panel dropped state" 
>> -STARTLINE +HIDDEN}
>>  addUserKnob {22 suppressG l suppress -STARTLINE T 
>> "n=nuke.thisNode()\nn\['GreenKnob'].setValue(\[0.18,0.18,0.18])"}
>>  addUserKnob {18 BlueKnob l Blue R 0 2}
>>  BlueKnob {0 0 1}
>>  addUserKnob {6 BlueKnob_panelDropped l "panel dropped state" 

Re: [Nuke-users] Pascal support

2017-04-12 Thread Marten Blumen
Cool stuff - cheers!

On 12 April 2017 at 15:58, Deke Kincaid  wrote:

> Nuke uses cuda & opencl, so if there are proper drivers then it should
> just work with it.
>
>
> On Tue, Apr 11, 2017 at 6:45 PM Marten Blumen  wrote:
>
>> Does Nuke support the Nvidia Pascal range yet? i.e. 1070, 1080, TitanX
>> etc.
>>
>> Thx!
>> ___
>> 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] Pascal support

2017-04-11 Thread Deke Kincaid
Nuke uses cuda & opencl, so if there are proper drivers then it should just
work with it.


On Tue, Apr 11, 2017 at 6:45 PM Marten Blumen  wrote:

> Does Nuke support the Nvidia Pascal range yet? i.e. 1070, 1080, TitanX etc.
>
> Thx!
> ___
> 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] nuBridge launch event

2017-04-11 Thread Frank Rueter|OHUfx

Thanks Ivan.

I am fully aware of those setups but am hoping that the responsible 
parties will come to their senses eventually and find constructive 
middle ground. In the meantime I'm just doing what I'm doing and hope 
some people will benefit from it :)


Keep in mind that the nuBridge could also be used as a hub on one 
machine that is allowed internet access (but no access to the production 
server). Since nuBridge has post-download callbacks, so you could write 
your own python code to automatically push a download through whatever 
approval system to get it into the pipeline.


I'd be very happy to collaborate with companies on that level if it 
means we can increase accessibility without compromising MPAA compliance.


Cheers,
frank

On 12/04/17 10:06 AM, Ivan Busquets wrote:

Congrats! And sorry I never replied to your last email.

Basically, I realized I couldn't even help testing through a proxy 
connection, because our setup goes beyond that. We are literally 
air-gapped in production machines (sigh), and the only way to the 
outside world is using virtual machines that don't have access to our 
production disks/network.


Anyway, I still wish you a successful launch. :)
Cheers!


On Tue, Apr 11, 2017 at 2:43 AM, Frank Rueter|OHUfx > wrote:


Hi all,

sorry for the spam but after years of battling to find enough
time, I am finally in the last throws and aiming to release the
nuBridge in the next few weeks.

As a launch event we have started another Most Valued Contributor
competition with generous support by the Foundry.

Vote for your most valuable contributor and be in the draw to win
a NukeStudio, CaraVR & nuBridge license.
Lots of prizes for the winners as well of course!

http://www.nukepedia.com/vote-your-favourite-contributor


Cheers,
frank


-- 
 		


over 1,000 free tools for Nuke 

  

full access from within... coming soon



___
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] Selective colour in nuke

2017-04-11 Thread Stepan Z
Thank you Howard. However i think right now this is a bit of a coincidence 
rather than something i actually fully understand. I know that with a lot of 
things PS is a bit of a mysterious black box, which doesn't work as expected 
internally. So will keep trying with this! 

> On 11 Apr 2017, at 19:43, Howard Jones  wrote:
> 
> Looks very good though!
> 
> The vibrancy tool internally is using the neutrals rather than the luminance, 
> otherwise similar principle. Not sure why I did that but it would be easy to 
> wrap what you have done into the tool.
> Nice to see an old tool (10+ years old) get a new lease of life!
> 
> Howard Jones
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
> 
>> On 11 Apr 2017, at 16:05, motion artist  wrote:
>> 
>> Yeah I unpackaged Howards gizmo into a group. 
>> 
>> I think I was a bit too excited though and it seems to work in a very 
>> limited situation and doesn't seem to do much on a test chart. All I did was 
>> put linear to sRGB and sRGB to linear colorspace nodes either side of the 
>> gizmo and masked the gizmo by the inverted luminance. Its weird that the 
>> results are so similar yet not the same. It almost looks like the effect is 
>> also masked the more saturated the colours are.
>> 
>> Try this one:
>> 
>> set cut_paste_input [stack 0]
>> version 10.5 v1
>> push $cut_paste_input
>> Colorspace {
>>  colorspace_out sRGB
>>  name Colorspace6
>>  selected true
>>  xpos -1259
>>  ypos 136
>> }
>> set N9238d800 [stack 0]
>> Saturation {
>>  saturation 0
>>  name Saturation3
>>  selected true
>>  xpos -1382
>>  ypos 212
>> }
>> Shuffle {
>>  green red
>>  blue red
>>  alpha red
>>  name Shuffle5
>>  selected true
>>  xpos -1382
>>  ypos 238
>> }
>> Invert {
>>  name Invert4
>>  selected true
>>  xpos -1382
>>  ypos 264
>> }
>> push $N9238d800
>> secondaryColour2 {
>>  name SeondaryColour
>>  note_font Arial
>>  selected true
>>  xpos -1107
>>  ypos 233
>>  RedKnob {0.5 0 0}
>>  vibrancyControls 0
>> }
>> push $N9238d800
>> Merge2 {
>>  inputs 2+1
>>  name Merge5
>>  selected true
>>  xpos -1259
>>  ypos 319
>> }
>> Colorspace {
>>  colorspace_in sRGB
>>  name Colorspace7
>>  selected true
>>  xpos -1259
>>  ypos 360
>> }
>> push 0
>> Merge2 {
>>  inputs 2
>>  operation difference
>>  name Merge3
>>  selected true
>>  xpos -1493
>>  ypos 447
>> }
>> 
>> 
>>> On Tue, Apr 11, 2017 at 3:21 PM, Mario Maruska  
>>> wrote:
>>> Gives me a "vibrancy" error, gizmo/plugin within gizmo ?
>>> 
 On Tue, Apr 11, 2017 at 3:43 PM motion artist  
 wrote:
 Forgot to include the selective colour settings in PS.
 
 Let me know what you guys think
 
 
 All the best
 
 Stepan
 
> On Tue, Apr 11, 2017 at 2:41 PM, motion artist  
> wrote:
> Ok so this might be a complete accident but I seemed to have gotten a 
> result in nuke that is in the ballpark of the result in PS. Here are some 
> stills with the results and settings. 
> 
> set cut_paste_input [stack 0]
> version 10.5 v1
> push $cut_paste_input
> Colorspace {
>  colorspace_out sRGB
>  name Colorspace1
>  selected true
>  xpos -1214
>  ypos -69
> }
> set N9017ac00 [stack 0]
> Saturation {
>  saturation 0
>  name Saturation2
>  selected true
>  xpos -1337
>  ypos 7
> }
> Shuffle {
>  green red
>  blue red
>  alpha red
>  name Shuffle1
>  selected true
>  xpos -1337
>  ypos 33
> }
> Invert {
>  name Invert1
>  selected true
>  xpos -1337
>  ypos 59
> }
> push $N9017ac00
> Group {
>  name SeondaryColour1
>  note_font Arial
>  selected true
>  xpos -1093
>  ypos 42
>  mapsize {0.15 0.15}
>  addUserKnob {20 User l Grade}
>  addUserKnob {18 RedKnob l Red R 0 2}
>  RedKnob {0.5 0 0}
>  addUserKnob {6 RedKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressR l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['RedKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 GreenKnob l Green R 0 2}
>  GreenKnob {0 1 0}
>  addUserKnob {6 GreenKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressG l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['GreenKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 BlueKnob l Blue R 0 2}
>  BlueKnob {0 0 1}
>  addUserKnob {6 BlueKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressB l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['BlueKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {26 ""}
>  addUserKnob {18 CyanKnob l Cyan R 0 2}
>  CyanKnob {0 1 1}
>  addUserKnob {6 CyanKnob_panelDropped l "panel dropped 

Re: [Nuke-users] nuBridge launch event

2017-04-11 Thread Ivan Busquets
Congrats! And sorry I never replied to your last email.

Basically, I realized I couldn't even help testing through a proxy
connection, because our setup goes beyond that. We are literally air-gapped
in production machines (sigh), and the only way to the outside world is
using virtual machines that don't have access to our production
disks/network.

Anyway, I still wish you a successful launch. :)
Cheers!


On Tue, Apr 11, 2017 at 2:43 AM, Frank Rueter|OHUfx  wrote:

> Hi all,
>
> sorry for the spam but after years of battling to find enough time, I am
> finally in the last throws and aiming to release the nuBridge in the next
> few weeks.
>
> As a launch event we have started another Most Valued Contributor
> competition with generous support by the Foundry.
>
> Vote for your most valuable contributor and be in the draw to win a
> NukeStudio, CaraVR & nuBridge license.
> Lots of prizes for the winners as well of course!
>
> http://www.nukepedia.com/vote-your-favourite-contributor
>
> Cheers,
> frank
>
>
> --
> 
>
> over 1,000 free tools for Nuke 
> 
>
> full access from within... coming soon
> 
>
> ___
> 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] Selective colour in nuke

2017-04-11 Thread Howard Jones
Looks very good though!

The vibrancy tool internally is using the neutrals rather than the luminance, 
otherwise similar principle. Not sure why I did that but it would be easy to 
wrap what you have done into the tool.
Nice to see an old tool (10+ years old) get a new lease of life!

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 11 Apr 2017, at 16:05, motion artist  wrote:
> 
> Yeah I unpackaged Howards gizmo into a group. 
> 
> I think I was a bit too excited though and it seems to work in a very limited 
> situation and doesn't seem to do much on a test chart. All I did was put 
> linear to sRGB and sRGB to linear colorspace nodes either side of the gizmo 
> and masked the gizmo by the inverted luminance. Its weird that the results 
> are so similar yet not the same. It almost looks like the effect is also 
> masked the more saturated the colours are.
> 
> Try this one:
> 
> set cut_paste_input [stack 0]
> version 10.5 v1
> push $cut_paste_input
> Colorspace {
>  colorspace_out sRGB
>  name Colorspace6
>  selected true
>  xpos -1259
>  ypos 136
> }
> set N9238d800 [stack 0]
> Saturation {
>  saturation 0
>  name Saturation3
>  selected true
>  xpos -1382
>  ypos 212
> }
> Shuffle {
>  green red
>  blue red
>  alpha red
>  name Shuffle5
>  selected true
>  xpos -1382
>  ypos 238
> }
> Invert {
>  name Invert4
>  selected true
>  xpos -1382
>  ypos 264
> }
> push $N9238d800
> secondaryColour2 {
>  name SeondaryColour
>  note_font Arial
>  selected true
>  xpos -1107
>  ypos 233
>  RedKnob {0.5 0 0}
>  vibrancyControls 0
> }
> push $N9238d800
> Merge2 {
>  inputs 2+1
>  name Merge5
>  selected true
>  xpos -1259
>  ypos 319
> }
> Colorspace {
>  colorspace_in sRGB
>  name Colorspace7
>  selected true
>  xpos -1259
>  ypos 360
> }
> push 0
> Merge2 {
>  inputs 2
>  operation difference
>  name Merge3
>  selected true
>  xpos -1493
>  ypos 447
> }
> 
> 
> On Tue, Apr 11, 2017 at 3:21 PM, Mario Maruska  > wrote:
> Gives me a "vibrancy" error, gizmo/plugin within gizmo ?
> 
> On Tue, Apr 11, 2017 at 3:43 PM motion artist  > wrote:
> Forgot to include the selective colour settings in PS.
> 
> Let me know what you guys think
> 
> 
> All the best
> 
> Stepan
> 
> On Tue, Apr 11, 2017 at 2:41 PM, motion artist  > wrote:
> Ok so this might be a complete accident but I seemed to have gotten a result 
> in nuke that is in the ballpark of the result in PS. Here are some stills 
> with the results and settings. 
> 
> set cut_paste_input [stack 0]
> version 10.5 v1
> push $cut_paste_input
> Colorspace {
>  colorspace_out sRGB
>  name Colorspace1
>  selected true
>  xpos -1214
>  ypos -69
> }
> set N9017ac00 [stack 0]
> Saturation {
>  saturation 0
>  name Saturation2
>  selected true
>  xpos -1337
>  ypos 7
> }
> Shuffle {
>  green red
>  blue red
>  alpha red
>  name Shuffle1
>  selected true
>  xpos -1337
>  ypos 33
> }
> Invert {
>  name Invert1
>  selected true
>  xpos -1337
>  ypos 59
> }
> push $N9017ac00
> Group {
>  name SeondaryColour1
>  note_font Arial
>  selected true
>  xpos -1093
>  ypos 42
>  mapsize {0.15 0.15}
>  addUserKnob {20 User l Grade}
>  addUserKnob {18 RedKnob l Red R 0 2}
>  RedKnob {0.5 0 0}
>  addUserKnob {6 RedKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressR l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['RedKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 GreenKnob l Green R 0 2}
>  GreenKnob {0 1 0}
>  addUserKnob {6 GreenKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressG l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['GreenKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 BlueKnob l Blue R 0 2}
>  BlueKnob {0 0 1}
>  addUserKnob {6 BlueKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressB l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['BlueKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {26 ""}
>  addUserKnob {18 CyanKnob l Cyan R 0 2}
>  CyanKnob {0 1 1}
>  addUserKnob {6 CyanKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressC l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['CyanKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 MagentaKnob l Magenta R 0 2}
>  MagentaKnob {1 0 1}
>  addUserKnob {6 MagentaKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressM l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['MagentaKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 YellowKnob l Yellow R 0 2}
>  YellowKnob {1 1 0}
>  addUserKnob {6 YellowKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressY l suppress -STARTLINE T 
> 

Re: [Nuke-users] Selective colour in nuke

2017-04-11 Thread Howard Jones
Not sure I left that as a gizmo inside the Secondary Colour - I may have still 
been developing it 
Anyway here’s the missng Gizmo

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 11 Apr 2017, at 15:21, Mario Maruska  wrote:
> 
> Gives me a "vibrancy" error, gizmo/plugin within gizmo ?
> 
> On Tue, Apr 11, 2017 at 3:43 PM motion artist  > wrote:
> Forgot to include the selective colour settings in PS.
> 
> Let me know what you guys think
> 
> 
> All the best
> 
> Stepan
> 
> On Tue, Apr 11, 2017 at 2:41 PM, motion artist  > wrote:
> Ok so this might be a complete accident but I seemed to have gotten a result 
> in nuke that is in the ballpark of the result in PS. Here are some stills 
> with the results and settings. 
> 
> set cut_paste_input [stack 0]
> version 10.5 v1
> push $cut_paste_input
> Colorspace {
>  colorspace_out sRGB
>  name Colorspace1
>  selected true
>  xpos -1214
>  ypos -69
> }
> set N9017ac00 [stack 0]
> Saturation {
>  saturation 0
>  name Saturation2
>  selected true
>  xpos -1337
>  ypos 7
> }
> Shuffle {
>  green red
>  blue red
>  alpha red
>  name Shuffle1
>  selected true
>  xpos -1337
>  ypos 33
> }
> Invert {
>  name Invert1
>  selected true
>  xpos -1337
>  ypos 59
> }
> push $N9017ac00
> Group {
>  name SeondaryColour1
>  note_font Arial
>  selected true
>  xpos -1093
>  ypos 42
>  mapsize {0.15 0.15}
>  addUserKnob {20 User l Grade}
>  addUserKnob {18 RedKnob l Red R 0 2}
>  RedKnob {0.5 0 0}
>  addUserKnob {6 RedKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressR l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['RedKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 GreenKnob l Green R 0 2}
>  GreenKnob {0 1 0}
>  addUserKnob {6 GreenKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressG l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['GreenKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 BlueKnob l Blue R 0 2}
>  BlueKnob {0 0 1}
>  addUserKnob {6 BlueKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressB l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['BlueKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {26 ""}
>  addUserKnob {18 CyanKnob l Cyan R 0 2}
>  CyanKnob {0 1 1}
>  addUserKnob {6 CyanKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressC l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['CyanKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 MagentaKnob l Magenta R 0 2}
>  MagentaKnob {1 0 1}
>  addUserKnob {6 MagentaKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressM l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['MagentaKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 YellowKnob l Yellow R 0 2}
>  YellowKnob {1 1 0}
>  addUserKnob {6 YellowKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressY l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['YellowKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {26 ""}
>  addUserKnob {18 BlackKnob l Black R -0.5 0.5}
>  BlackKnob {0 0 0}
>  addUserKnob {6 BlackKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {18 NeutralKnob l Neutral R 0 2}
>  NeutralKnob 1
>  addUserKnob {6 NeutralKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {18 WhiteKnob l White R 0 2}
>  WhiteKnob 1
>  addUserKnob {6 WhiteKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {26 ""}
>  addUserKnob {6 blackClampMaster l "black clamp" +STARTLINE}
>  blackClampMaster true
>  addUserKnob {6 whiteClampMaster l "white clamp" -STARTLINE}
>  addUserKnob {26 ""}
>  addUserKnob {41 vibrancy T vibrancy1.vibrancy}
>  addUserKnob {20 vibrancyControls l "vibrancy controls" n 1}
>  vibrancyControls 0
>  addUserKnob {41 mode l "luminance math" T vibrancy1.mode}
>  addUserKnob {41 value l "adjust effect" T vibrancy1.value}
>  addUserKnob {41 viewMatte l "view matte" T vibrancy1.viewMatte}
>  addUserKnob {41 invertMask l "invert mask" -STARTLINE T vibrancy1.invertMask}
>  addUserKnob {20 endGroup n -1}
>  addUserKnob {26 ""}
>  addUserKnob {6 unpremultbyAlpha l "unpremult by alpha" t "use this to 
> unpremult by alpha\nother channels might be available in future\nversions of 
> Nuke (when you can add expressions to channels etc)" +STARTLINE}
>  addUserKnob {26 ""}
>  addUserKnob {4 ViewWhat l "View what" M {Result RGB CMY BNW "" "" "" ""}}
>  addUserKnob {4 ViewCMYas l "CMY as" -STARTLINE M {CMY RGB ""}}
>  addUserKnob {20 WNSplit l "W-N Split"}
>  addUserKnob {41 range T scKeyer1.range}
> }
>  Input {
>   inputs 0
>   name Input1
>   xpos -1249
>   ypos 543
>  }
>  Unpremult {
>   name scUnpremult1
>   xpos 

Re: [Nuke-users] Selective colour in nuke

2017-04-11 Thread motion artist
Yeah I unpackaged Howards gizmo into a group.

I think I was a bit too excited though and it seems to work in a very
limited situation and doesn't seem to do much on a test chart. All I did
was put linear to sRGB and sRGB to linear colorspace nodes either side of
the gizmo and masked the gizmo by the inverted luminance. Its weird that
the results are so similar yet not the same. It almost looks like the
effect is also masked the more saturated the colours are.

Try this one:

set cut_paste_input [stack 0]
version 10.5 v1
push $cut_paste_input
Colorspace {
 colorspace_out sRGB
 name Colorspace6
 selected true
 xpos -1259
 ypos 136
}
set N9238d800 [stack 0]
Saturation {
 saturation 0
 name Saturation3
 selected true
 xpos -1382
 ypos 212
}
Shuffle {
 green red
 blue red
 alpha red
 name Shuffle5
 selected true
 xpos -1382
 ypos 238
}
Invert {
 name Invert4
 selected true
 xpos -1382
 ypos 264
}
push $N9238d800
secondaryColour2 {
 name SeondaryColour
 note_font Arial
 selected true
 xpos -1107
 ypos 233
 RedKnob {0.5 0 0}
 vibrancyControls 0
}
push $N9238d800
Merge2 {
 inputs 2+1
 name Merge5
 selected true
 xpos -1259
 ypos 319
}
Colorspace {
 colorspace_in sRGB
 name Colorspace7
 selected true
 xpos -1259
 ypos 360
}
push 0
Merge2 {
 inputs 2
 operation difference
 name Merge3
 selected true
 xpos -1493
 ypos 447
}


On Tue, Apr 11, 2017 at 3:21 PM, Mario Maruska 
wrote:

> Gives me a "vibrancy" error, gizmo/plugin within gizmo ?
>
> On Tue, Apr 11, 2017 at 3:43 PM motion artist 
> wrote:
>
>> Forgot to include the selective colour settings in PS.
>>
>> Let me know what you guys think
>>
>>
>> All the best
>>
>> Stepan
>>
>> On Tue, Apr 11, 2017 at 2:41 PM, motion artist 
>> wrote:
>>
>>> Ok so this might be a complete accident but I seemed to have gotten a
>>> result in nuke that is in the ballpark of the result in PS. Here are some
>>> stills with the results and settings.
>>>
>>> set cut_paste_input [stack 0]
>>> version 10.5 v1
>>> push $cut_paste_input
>>> Colorspace {
>>>  colorspace_out sRGB
>>>  name Colorspace1
>>>  selected true
>>>  xpos -1214
>>>  ypos -69
>>> }
>>> set N9017ac00 [stack 0]
>>> Saturation {
>>>  saturation 0
>>>  name Saturation2
>>>  selected true
>>>  xpos -1337
>>>  ypos 7
>>> }
>>> Shuffle {
>>>  green red
>>>  blue red
>>>  alpha red
>>>  name Shuffle1
>>>  selected true
>>>  xpos -1337
>>>  ypos 33
>>> }
>>> Invert {
>>>  name Invert1
>>>  selected true
>>>  xpos -1337
>>>  ypos 59
>>> }
>>> push $N9017ac00
>>> Group {
>>>  name SeondaryColour1
>>>  note_font Arial
>>>  selected true
>>>  xpos -1093
>>>  ypos 42
>>>  mapsize {0.15 0.15}
>>>  addUserKnob {20 User l Grade}
>>>  addUserKnob {18 RedKnob l Red R 0 2}
>>>  RedKnob {0.5 0 0}
>>>  addUserKnob {6 RedKnob_panelDropped l "panel dropped state" -STARTLINE
>>> +HIDDEN}
>>>  addUserKnob {22 suppressR l suppress -STARTLINE T
>>> "n=nuke.thisNode()\nn\['RedKnob'].setValue(\[0.18,0.18,0.18])"}
>>>  addUserKnob {18 GreenKnob l Green R 0 2}
>>>  GreenKnob {0 1 0}
>>>  addUserKnob {6 GreenKnob_panelDropped l "panel dropped state"
>>> -STARTLINE +HIDDEN}
>>>  addUserKnob {22 suppressG l suppress -STARTLINE T
>>> "n=nuke.thisNode()\nn\['GreenKnob'].setValue(\[0.18,0.18,0.18])"}
>>>  addUserKnob {18 BlueKnob l Blue R 0 2}
>>>  BlueKnob {0 0 1}
>>>  addUserKnob {6 BlueKnob_panelDropped l "panel dropped state" -STARTLINE
>>> +HIDDEN}
>>>  addUserKnob {22 suppressB l suppress -STARTLINE T
>>> "n=nuke.thisNode()\nn\['BlueKnob'].setValue(\[0.18,0.18,0.18])"}
>>>  addUserKnob {26 ""}
>>>  addUserKnob {18 CyanKnob l Cyan R 0 2}
>>>  CyanKnob {0 1 1}
>>>  addUserKnob {6 CyanKnob_panelDropped l "panel dropped state" -STARTLINE
>>> +HIDDEN}
>>>  addUserKnob {22 suppressC l suppress -STARTLINE T
>>> "n=nuke.thisNode()\nn\['CyanKnob'].setValue(\[0.18,0.18,0.18])"}
>>>  addUserKnob {18 MagentaKnob l Magenta R 0 2}
>>>  MagentaKnob {1 0 1}
>>>  addUserKnob {6 MagentaKnob_panelDropped l "panel dropped state"
>>> -STARTLINE +HIDDEN}
>>>  addUserKnob {22 suppressM l suppress -STARTLINE T
>>> "n=nuke.thisNode()\nn\['MagentaKnob'].setValue(\[0.18,0.18,0.18])"}
>>>  addUserKnob {18 YellowKnob l Yellow R 0 2}
>>>  YellowKnob {1 1 0}
>>>  addUserKnob {6 YellowKnob_panelDropped l "panel dropped state"
>>> -STARTLINE +HIDDEN}
>>>  addUserKnob {22 suppressY l suppress -STARTLINE T
>>> "n=nuke.thisNode()\nn\['YellowKnob'].setValue(\[0.18,0.18,0.18])"}
>>>  addUserKnob {26 ""}
>>>  addUserKnob {18 BlackKnob l Black R -0.5 0.5}
>>>  BlackKnob {0 0 0}
>>>  addUserKnob {6 BlackKnob_panelDropped l "panel dropped state"
>>> -STARTLINE +HIDDEN}
>>>  addUserKnob {18 NeutralKnob l Neutral R 0 2}
>>>  NeutralKnob 1
>>>  addUserKnob {6 NeutralKnob_panelDropped l "panel dropped state"
>>> -STARTLINE +HIDDEN}
>>>  addUserKnob {18 WhiteKnob l White R 0 2}
>>>  WhiteKnob 1
>>>  addUserKnob {6 WhiteKnob_panelDropped l "panel dropped state"
>>> -STARTLINE +HIDDEN}
>>>  addUserKnob {26 ""}
>>>  

Re: [Nuke-users] Selective colour in nuke

2017-04-11 Thread Mario Maruska
Gives me a "vibrancy" error, gizmo/plugin within gizmo ?

On Tue, Apr 11, 2017 at 3:43 PM motion artist 
wrote:

> Forgot to include the selective colour settings in PS.
>
> Let me know what you guys think
>
>
> All the best
>
> Stepan
>
> On Tue, Apr 11, 2017 at 2:41 PM, motion artist 
> wrote:
>
>> Ok so this might be a complete accident but I seemed to have gotten a
>> result in nuke that is in the ballpark of the result in PS. Here are some
>> stills with the results and settings.
>>
>> set cut_paste_input [stack 0]
>> version 10.5 v1
>> push $cut_paste_input
>> Colorspace {
>>  colorspace_out sRGB
>>  name Colorspace1
>>  selected true
>>  xpos -1214
>>  ypos -69
>> }
>> set N9017ac00 [stack 0]
>> Saturation {
>>  saturation 0
>>  name Saturation2
>>  selected true
>>  xpos -1337
>>  ypos 7
>> }
>> Shuffle {
>>  green red
>>  blue red
>>  alpha red
>>  name Shuffle1
>>  selected true
>>  xpos -1337
>>  ypos 33
>> }
>> Invert {
>>  name Invert1
>>  selected true
>>  xpos -1337
>>  ypos 59
>> }
>> push $N9017ac00
>> Group {
>>  name SeondaryColour1
>>  note_font Arial
>>  selected true
>>  xpos -1093
>>  ypos 42
>>  mapsize {0.15 0.15}
>>  addUserKnob {20 User l Grade}
>>  addUserKnob {18 RedKnob l Red R 0 2}
>>  RedKnob {0.5 0 0}
>>  addUserKnob {6 RedKnob_panelDropped l "panel dropped state" -STARTLINE
>> +HIDDEN}
>>  addUserKnob {22 suppressR l suppress -STARTLINE T
>> "n=nuke.thisNode()\nn\['RedKnob'].setValue(\[0.18,0.18,0.18])"}
>>  addUserKnob {18 GreenKnob l Green R 0 2}
>>  GreenKnob {0 1 0}
>>  addUserKnob {6 GreenKnob_panelDropped l "panel dropped state" -STARTLINE
>> +HIDDEN}
>>  addUserKnob {22 suppressG l suppress -STARTLINE T
>> "n=nuke.thisNode()\nn\['GreenKnob'].setValue(\[0.18,0.18,0.18])"}
>>  addUserKnob {18 BlueKnob l Blue R 0 2}
>>  BlueKnob {0 0 1}
>>  addUserKnob {6 BlueKnob_panelDropped l "panel dropped state" -STARTLINE
>> +HIDDEN}
>>  addUserKnob {22 suppressB l suppress -STARTLINE T
>> "n=nuke.thisNode()\nn\['BlueKnob'].setValue(\[0.18,0.18,0.18])"}
>>  addUserKnob {26 ""}
>>  addUserKnob {18 CyanKnob l Cyan R 0 2}
>>  CyanKnob {0 1 1}
>>  addUserKnob {6 CyanKnob_panelDropped l "panel dropped state" -STARTLINE
>> +HIDDEN}
>>  addUserKnob {22 suppressC l suppress -STARTLINE T
>> "n=nuke.thisNode()\nn\['CyanKnob'].setValue(\[0.18,0.18,0.18])"}
>>  addUserKnob {18 MagentaKnob l Magenta R 0 2}
>>  MagentaKnob {1 0 1}
>>  addUserKnob {6 MagentaKnob_panelDropped l "panel dropped state"
>> -STARTLINE +HIDDEN}
>>  addUserKnob {22 suppressM l suppress -STARTLINE T
>> "n=nuke.thisNode()\nn\['MagentaKnob'].setValue(\[0.18,0.18,0.18])"}
>>  addUserKnob {18 YellowKnob l Yellow R 0 2}
>>  YellowKnob {1 1 0}
>>  addUserKnob {6 YellowKnob_panelDropped l "panel dropped state"
>> -STARTLINE +HIDDEN}
>>  addUserKnob {22 suppressY l suppress -STARTLINE T
>> "n=nuke.thisNode()\nn\['YellowKnob'].setValue(\[0.18,0.18,0.18])"}
>>  addUserKnob {26 ""}
>>  addUserKnob {18 BlackKnob l Black R -0.5 0.5}
>>  BlackKnob {0 0 0}
>>  addUserKnob {6 BlackKnob_panelDropped l "panel dropped state" -STARTLINE
>> +HIDDEN}
>>  addUserKnob {18 NeutralKnob l Neutral R 0 2}
>>  NeutralKnob 1
>>  addUserKnob {6 NeutralKnob_panelDropped l "panel dropped state"
>> -STARTLINE +HIDDEN}
>>  addUserKnob {18 WhiteKnob l White R 0 2}
>>  WhiteKnob 1
>>  addUserKnob {6 WhiteKnob_panelDropped l "panel dropped state" -STARTLINE
>> +HIDDEN}
>>  addUserKnob {26 ""}
>>  addUserKnob {6 blackClampMaster l "black clamp" +STARTLINE}
>>  blackClampMaster true
>>  addUserKnob {6 whiteClampMaster l "white clamp" -STARTLINE}
>>  addUserKnob {26 ""}
>>  addUserKnob {41 vibrancy T vibrancy1.vibrancy}
>>  addUserKnob {20 vibrancyControls l "vibrancy controls" n 1}
>>  vibrancyControls 0
>>  addUserKnob {41 mode l "luminance math" T vibrancy1.mode}
>>  addUserKnob {41 value l "adjust effect" T vibrancy1.value}
>>  addUserKnob {41 viewMatte l "view matte" T vibrancy1.viewMatte}
>>  addUserKnob {41 invertMask l "invert mask" -STARTLINE T
>> vibrancy1.invertMask}
>>  addUserKnob {20 endGroup n -1}
>>  addUserKnob {26 ""}
>>  addUserKnob {6 unpremultbyAlpha l "unpremult by alpha" t "use this to
>> unpremult by alpha\nother channels might be available in future\nversions
>> of Nuke (when you can add expressions to channels etc)" +STARTLINE}
>>  addUserKnob {26 ""}
>>  addUserKnob {4 ViewWhat l "View what" M {Result RGB CMY BNW "" "" "" ""}}
>>  addUserKnob {4 ViewCMYas l "CMY as" -STARTLINE M {CMY RGB ""}}
>>  addUserKnob {20 WNSplit l "W-N Split"}
>>  addUserKnob {41 range T scKeyer1.range}
>> }
>>  Input {
>>   inputs 0
>>   name Input1
>>   xpos -1249
>>   ypos 543
>>  }
>>  Unpremult {
>>   name scUnpremult1
>>   xpos -1249
>>   ypos 610
>>   disable {{!unpremultbyAlpha i}}
>>  }
>>  NoOp {
>>   name scSource
>>   xpos -1249
>>   ypos 672
>>  }
>>  Dot {
>>   name Dot12
>>   xpos -1218
>>   ypos 780
>>  }
>> set N9a9b3400 [stack 0]
>>  Dot {
>>   name Dot11
>>   xpos -1341
>>   ypos 780
>>  }

Re: [Nuke-users] Selective colour in nuke

2017-04-08 Thread Howard Jones
Sounds promising. 

You should wrap the node with the colourspace nodes. 
Should work fine that way. 

Will try here and maybe roll it into the Gizmo

Howard

> On 8 Apr 2017, at 5:14 pm, Deke Kincaid  wrote:
> 
> The difference between how nuke and photoshop most likely has to do with the 
> colorspace it is done in(scene linear vs srgb or lab).  Try doing this in 
> other colorspaces in Nuke and converting it back.
> 
>> On Sat, Apr 8, 2017 at 9:02 AM, Stepan Z  wrote:
>> Hello Howard 
>> 
>> Thanks for doublechecking, thats what i found as-well! I think selective 
>> colour on relative in photoshop just does something completely different. 
>> I'll keep playing around with it and see what i find! 
>> 
>> Thanks for your help!
>> 
>> All the best 
>> 
>> Stepan
>> 
>>> On 6 Apr 2017, at 19:44, Howard Jones  wrote:
>>> 
>>> Hi Stepan
>>> 
>>> Had a chance to have a look at the regrading is done like this
>>> 
>>> The image is split into its Primaries, secondaries and tertiaries and these 
>>> create mattes. 
>>> 
>>> These mattes are then multiplied by the colour - so from this I would think 
>>> that this already is a relative grade as, for example only 50% red is 
>>> applied to a 50% matte.
>>> 
>>> Cheers
>>> 
>>> Howard Jones
>>> Visual Effects Supervisor
>>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>> 
 On 1 Apr 2017, at 19:30, Howard Jones  wrote:
 
 The main area is quite simple, once the image has been split up into its 
 primaries, secondaries and tertiaries, you have a set of mattes which are 
 coloured back to the original colour. This is done with an offset from 
 memory. This is already multiplied by the matte so it may already be 
 relative. Not sure. 
 
 If not it may be a case of multiplying a constant by the matte. However I 
 think I used to do that and it didn't handle values greater than 1. 
 
 Anyway at the moment I haven't worked out how to do this without an 
 expression node, which maybe the answer anyway. 
 
 Howard
 
> On 31 Mar 2017, at 5:50 pm, Howard Jones  wrote:
> 
> Ok 
> Send anything back please and I can update the tool. 
> 
> Howard
> 
>> On 31 Mar 2017, at 5:34 pm, motion artist  
>> wrote:
>> 
>> Thanks Howard! I'll experiment and see what I manage to come up with! 
>> 
>> All the best
>> 
>> Stepan
>> 
>>> On Thu, Mar 30, 2017 at 5:53 PM, Howard Jones  
>>> wrote:
>>> Found this, I’d have to have a think but don’t wait up for it.
>>> 
>>> https://www.dpreview.com/forums/post/26485128
>>> 
 Relative - Changes the existing amount of cyan, magenta, yellow, or 
 black by its percentage of the total. For example, if you start with a 
 pixel that is 50% magenta and add 10%, 5% is added to the magenta (10% 
 of 50% = 5%) for a total of 55% magenta. (This option cannot adjust 
 pure specular white, which contains no color components.)
 Absolute - Adjusts the color in absolute values. For example, if you 
 start with a pixel that is 50% magenta and add 10%, the magenta ink is 
 set to a total of 60%.
 
 Note: The adjustment is based on how close a color is to one of the 
 options in the Colors menu. For example, 50% magenta is midway between 
 white and pure magenta and receives a proportionate mix of corrections 
 defined for the two colors.
 
>>> 
>>> Howard Jones
>>> Visual Effects Supervisor
>>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>> 
 On 30 Mar 2017, at 16:54, motion artist  
 wrote:
 
 Hello again
 
 So the Secondary Colour works a treat, but I was wondering how to 
 implement the Relative vs Absolute option that the PS selective colour 
 has in Nuke. It doesn't seem like anyone from the photoshop community 
 knows exactly how this works. Has anybody tried reverse engineering 
 that?
 
 Appreciate all the help
 
 All the best
 
 Stepan
 ___
 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
>>> 
>>> 
>>> 
>>> 
>>> A X I S V F X
>>> The Bottle Yard Studios
>>> Whitchurch Lane
>>> Bristol BS14 0BH
>>>  
>>> axis-vfx.com
>>> 
>>> ___
>>> Nuke-users mailing list
>>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>>> 

Re: [Nuke-users] Selective colour in nuke

2017-04-08 Thread Deke Kincaid
The difference between how nuke and photoshop most likely has to do with
the colorspace it is done in(scene linear vs srgb or lab).  Try doing this
in other colorspaces in Nuke and converting it back.

On Sat, Apr 8, 2017 at 9:02 AM, Stepan Z  wrote:

> Hello Howard
>
> Thanks for doublechecking, thats what i found as-well! I think selective
> colour on relative in photoshop just does something completely different.
> I'll keep playing around with it and see what i find!
>
> Thanks for your help!
>
> All the best
>
> Stepan
>
> On 6 Apr 2017, at 19:44, Howard Jones  wrote:
>
> Hi Stepan
>
> Had a chance to have a look at the regrading is done like this
>
> The image is split into its Primaries, secondaries and tertiaries and
> these create mattes.
>
> These mattes are then multiplied by the colour - so from this I would
> think that this already is a relative grade as, for example only 50% red is
> applied to a 50% matte.
>
> Cheers
>
> *Howard **Jones*
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>
> On 1 Apr 2017, at 19:30, Howard Jones  wrote:
>
> The main area is quite simple, once the image has been split up into its
> primaries, secondaries and tertiaries, you have a set of mattes which are
> coloured back to the original colour. This is done with an offset from
> memory. This is already multiplied by the matte so it may already be
> relative. Not sure.
>
> If not it may be a case of multiplying a constant by the matte. However I
> think I used to do that and it didn't handle values greater than 1.
>
> Anyway at the moment I haven't worked out how to do this without an
> expression node, which maybe the answer anyway.
>
> Howard
>
> On 31 Mar 2017, at 5:50 pm, Howard Jones  wrote:
>
> Ok
> Send anything back please and I can update the tool.
>
> Howard
>
> On 31 Mar 2017, at 5:34 pm, motion artist  wrote:
>
> Thanks Howard! I'll experiment and see what I manage to come up with!
>
> All the best
>
> Stepan
>
> On Thu, Mar 30, 2017 at 5:53 PM, Howard Jones  wrote:
>
>> Found this, I’d have to have a think but don’t wait up for it.
>>
>> https://www.dpreview.com/forums/post/26485128
>>
>> Relative - Changes the existing amount of cyan, magenta, yellow, or black
>> by its percentage of the total. For example, if you start with a pixel that
>> is 50% magenta and add 10%, 5% is added to the magenta (10% of 50% = 5%)
>> for a total of 55% magenta. (This option cannot adjust pure specular white,
>> which contains no color components.)
>>
>> Absolute - Adjusts the color in absolute values. For example, if you
>> start with a pixel that is 50% magenta and add 10%, the magenta ink is set
>> to a total of 60%.
>>
>> Note: The adjustment is based on how close a color is to one of the
>> options in the Colors menu. For example, 50% magenta is midway between
>> white and pure magenta and receives a proportionate mix of corrections
>> defined for the two colors.
>>
>>
>> *Howard **Jones*
>> Visual Effects Supervisor
>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>
>> On 30 Mar 2017, at 16:54, motion artist  wrote:
>>
>> Hello again
>>
>> So the Secondary Colour works a treat, but I was wondering how to
>> implement the Relative vs Absolute option that the PS selective colour has
>> in Nuke. It doesn't seem like anyone from the photoshop community knows
>> exactly how this works. Has anybody tried reverse engineering that?
>>
>> Appreciate all the help
>>
>> All the best
>>
>> Stepan
>> ___
>> 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
>>
>>
>>
>>
>> *A X I S V F X*
>> The Bottle Yard Studios
>> Whitchurch Lane
>> Bristol BS14 0BH
>>
>>
>> axis-vfx.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
>
>
>
>
> *A X I S V F X*
>
> The Bottle Yard Studios
>
> Whitchurch Lane
>
> Bristol BS14 0BH
>
>
>
> axis-vfx.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/
> 

Re: [Nuke-users] Selective colour in nuke

2017-04-08 Thread Stepan Z
Hello Howard 

Thanks for doublechecking, thats what i found as-well! I think selective colour 
on relative in photoshop just does something completely different. I'll keep 
playing around with it and see what i find! 

Thanks for your help!

All the best 

Stepan

> On 6 Apr 2017, at 19:44, Howard Jones  wrote:
> 
> Hi Stepan
> 
> Had a chance to have a look at the regrading is done like this
> 
> The image is split into its Primaries, secondaries and tertiaries and these 
> create mattes. 
> 
> These mattes are then multiplied by the colour - so from this I would think 
> that this already is a relative grade as, for example only 50% red is applied 
> to a 50% matte.
> 
> Cheers
> 
> Howard Jones
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
> 
>> On 1 Apr 2017, at 19:30, Howard Jones  wrote:
>> 
>> The main area is quite simple, once the image has been split up into its 
>> primaries, secondaries and tertiaries, you have a set of mattes which are 
>> coloured back to the original colour. This is done with an offset from 
>> memory. This is already multiplied by the matte so it may already be 
>> relative. Not sure. 
>> 
>> If not it may be a case of multiplying a constant by the matte. However I 
>> think I used to do that and it didn't handle values greater than 1. 
>> 
>> Anyway at the moment I haven't worked out how to do this without an 
>> expression node, which maybe the answer anyway. 
>> 
>> Howard
>> 
>>> On 31 Mar 2017, at 5:50 pm, Howard Jones  wrote:
>>> 
>>> Ok 
>>> Send anything back please and I can update the tool. 
>>> 
>>> Howard
>>> 
 On 31 Mar 2017, at 5:34 pm, motion artist  wrote:
 
 Thanks Howard! I'll experiment and see what I manage to come up with! 
 
 All the best
 
 Stepan
 
> On Thu, Mar 30, 2017 at 5:53 PM, Howard Jones  wrote:
> Found this, I’d have to have a think but don’t wait up for it.
> 
> https://www.dpreview.com/forums/post/26485128
> 
>> Relative - Changes the existing amount of cyan, magenta, yellow, or 
>> black by its percentage of the total. For example, if you start with a 
>> pixel that is 50% magenta and add 10%, 5% is added to the magenta (10% 
>> of 50% = 5%) for a total of 55% magenta. (This option cannot adjust pure 
>> specular white, which contains no color components.)
>> Absolute - Adjusts the color in absolute values. For example, if you 
>> start with a pixel that is 50% magenta and add 10%, the magenta ink is 
>> set to a total of 60%.
>> 
>> Note: The adjustment is based on how close a color is to one of the 
>> options in the Colors menu. For example, 50% magenta is midway between 
>> white and pure magenta and receives a proportionate mix  of corrections 
>> defined for the two colors.
>> 
> 
> Howard Jones
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
> 
>> On 30 Mar 2017, at 16:54, motion artist  wrote:
>> 
>> Hello again
>> 
>> So the Secondary Colour works a treat, but I was wondering how to 
>> implement the Relative vs Absolute option that the PS selective colour 
>> has in Nuke. It doesn't seem like anyone from the photoshop community 
>> knows exactly how this works. Has anybody tried reverse engineering that?
>> 
>> Appreciate all the help
>> 
>> All the best
>> 
>> Stepan
>> ___
>> 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
> 
> 
> 
> 
> A X I S V F X
> The Bottle Yard Studios
> Whitchurch Lane
> Bristol BS14 0BH
>  
> axis-vfx.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
> 
> 
> 
> 
> A X I S V F X
> The Bottle Yard Studios
> Whitchurch Lane
> Bristol BS14 0BH
>  
> axis-vfx.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/

Re: [Nuke-users] nukepedia temporarily down - backup

2017-04-07 Thread Frank Rueter|OHUfx

back online

On 7/04/17 8:13 PM, Frank Rueter|OHUfx wrote:

Hi all,

my hosting provider informs me that the Nukepedia server is under 
unexpected maintenance, so the website is down for the moment.

I hope it won't take too long. They are working on it.

Cheers,
frank

--


over 1,000 free tools for Nuke 

  

full access from within... coming soon 





___
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] Selective colour in nuke

2017-04-06 Thread Howard Jones
Hi Stepan

Had a chance to have a look at the regrading is done like this

The image is split into its Primaries, secondaries and tertiaries and these 
create mattes. 

These mattes are then multiplied by the colour - so from this I would think 
that this already is a relative grade as, for example only 50% red is applied 
to a 50% matte.

Cheers

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 1 Apr 2017, at 19:30, Howard Jones  wrote:
> 
> The main area is quite simple, once the image has been split up into its 
> primaries, secondaries and tertiaries, you have a set of mattes which are 
> coloured back to the original colour. This is done with an offset from 
> memory. This is already multiplied by the matte so it may already be 
> relative. Not sure. 
> 
> If not it may be a case of multiplying a constant by the matte. However I 
> think I used to do that and it didn't handle values greater than 1. 
> 
> Anyway at the moment I haven't worked out how to do this without an 
> expression node, which maybe the answer anyway. 
> 
> Howard
> 
> On 31 Mar 2017, at 5:50 pm, Howard Jones  > wrote:
> 
>> Ok 
>> Send anything back please and I can update the tool. 
>> 
>> Howard
>> 
>> On 31 Mar 2017, at 5:34 pm, motion artist > > wrote:
>> 
>>> Thanks Howard! I'll experiment and see what I manage to come up with! 
>>> 
>>> All the best
>>> 
>>> Stepan
>>> 
>>> On Thu, Mar 30, 2017 at 5:53 PM, Howard Jones >> > wrote:
>>> Found this, I’d have to have a think but don’t wait up for it.
>>> 
>>> https://www.dpreview.com/forums/post/26485128 
>>> 
>>> 
 Relative - Changes the existing amount of cyan, magenta, yellow, or black 
 by its percentage of the total. For example, if you start with a pixel 
 that is 50% magenta and add 10%, 5% is added to the magenta (10% of 50% = 
 5%) for a total of 55% magenta. (This option cannot adjust pure specular 
 white, which contains no color components.)
 Absolute - Adjusts the color in absolute values. For example, if you start 
 with a pixel that is 50% magenta and add 10%, the magenta ink is set to a 
 total of 60%.
 
 Note: The adjustment is based on how close a color is to one of the 
 options in the Colors menu. For example, 50% magenta is midway between 
 white and pure magenta and receives a proportionate mix of corrections 
 defined for the two colors.
 
>>> 
>>> Howard Jones
>>> Visual Effects Supervisor
>>> m: 07973 265624 | e: how...@axis-vfx.com  | w: 
>>> www.axis-vfx.com 
 On 30 Mar 2017, at 16:54, motion artist > wrote:
 
 Hello again
 
 So the Secondary Colour works a treat, but I was wondering how to 
 implement the Relative vs Absolute option that the PS selective colour has 
 in Nuke. It doesn't seem like anyone from the photoshop community knows 
 exactly how this works. Has anybody tried reverse engineering that?
 
 Appreciate all the help
 
 All the best
 
 Stepan
 ___
 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 
 
>>> 
>>> 
>>> 
>>> A X I S V F X
>>> The Bottle Yard Studios
>>> Whitchurch Lane
>>> Bristol BS14 0BH
>>>  
>>> axis-vfx.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 
>>> 

-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.com
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/

Re: [Nuke-users] Install problem with 10.5v3 on Sierra

2017-04-04 Thread Deke Kincaid
Re-download. It looks like you have a bad/incomplete archive.

Also did you run the command at the bottom of the Foundry article in the
shell?


On Tue, Apr 4, 2017 at 12:31 PM Bill Gilman  wrote:

I just tried downloading and installing 10.5v3 on my Mac Pro running Sierra
and got an error (see screenshot).  Read this article but it was not
helpful as the steps listed didn't work (second screengrab).

https://support.foundry.com/hc/en-us/articles/206360724-Q100190-Installation-issues-of-Foundry-products-on-Mac-OS-Sierra

Anyone else had luck upgrading?

Please advise, thanks

Bill
323-428-0913


___
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] Install problem with 10.5v3 on Sierra

2017-04-04 Thread adam jones
I am thinking your posted article covers the same thing but

http://osxdaily.com/2016/09/27/allow-apps-from-anywhere-macos-gatekeeper/ 



> On 5 Apr 2017, at 5:31 AM, Bill Gilman  wrote:
> 
> I just tried downloading and installing 10.5v3 on my Mac Pro running Sierra 
> and got an error (see screenshot).  Read this article but it was not helpful 
> as the steps listed didn't work (second screengrab).  
> 
> https://support.foundry.com/hc/en-us/articles/206360724-Q100190-Installation-issues-of-Foundry-products-on-Mac-OS-Sierra
>  
> 
> 
> Anyone else had luck upgrading?
> 
> Please advise, thanks
> 
> Bill
> 323-428-0913
> 
> 
> 
> 
> ___
> 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] Selective colour in nuke

2017-04-01 Thread Howard Jones
The main area is quite simple, once the image has been split up into its 
primaries, secondaries and tertiaries, you have a set of mattes which are 
coloured back to the original colour. This is done with an offset from memory. 
This is already multiplied by the matte so it may already be relative. Not 
sure. 

If not it may be a case of multiplying a constant by the matte. However I think 
I used to do that and it didn't handle values greater than 1. 

Anyway at the moment I haven't worked out how to do this without an expression 
node, which maybe the answer anyway. 

Howard

> On 31 Mar 2017, at 5:50 pm, Howard Jones  wrote:
> 
> Ok 
> Send anything back please and I can update the tool. 
> 
> Howard
> 
>> On 31 Mar 2017, at 5:34 pm, motion artist  wrote:
>> 
>> Thanks Howard! I'll experiment and see what I manage to come up with! 
>> 
>> All the best
>> 
>> Stepan
>> 
>>> On Thu, Mar 30, 2017 at 5:53 PM, Howard Jones  wrote:
>>> Found this, I’d have to have a think but don’t wait up for it.
>>> 
>>> https://www.dpreview.com/forums/post/26485128
>>> 
 Relative - Changes the existing amount of cyan, magenta, yellow, or black 
 by its percentage of the total. For example, if you start with a pixel 
 that is 50% magenta and add 10%, 5% is added to the magenta (10% of 50% = 
 5%) for a total of 55% magenta. (This option cannot adjust pure specular 
 white, which contains no color components.)
 Absolute - Adjusts the color in absolute values. For example, if you start 
 with a pixel that is 50% magenta and add 10%, the magenta ink is set to a 
 total of 60%.
 
 Note: The adjustment is based on how close a color is to one of the 
 options in the Colors menu. For example, 50% magenta is midway between 
 white and pure magenta and receives a proportionate mix of corrections 
 defined for the two colors.
 
>>> 
>>> Howard Jones
>>> Visual Effects Supervisor
>>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>> 
 On 30 Mar 2017, at 16:54, motion artist  wrote:
 
 Hello again
 
 So the Secondary Colour works a treat, but I was wondering how to 
 implement the Relative vs Absolute option that the PS selective colour has 
 in Nuke. It doesn't seem like anyone from the photoshop community knows 
 exactly how this works. Has anybody tried reverse engineering that?
 
 Appreciate all the help
 
 All the best
 
 Stepan
 ___
 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
>>> 
>>> 
>>> 
>>> 
>>> A X I S V F X
>>> The Bottle Yard Studios
>>> Whitchurch Lane
>>> Bristol BS14 0BH
>>>  
>>> axis-vfx.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

-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.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] Ext with log color space

2017-03-31 Thread Randy Little
What? Me? huh?  Yeah.  I'm just saying that someone built a pipeline for a
reason and in an email from a VFX side guy we don't have clue one what the
post houses reason is. Might be valid with some esoteric weird reason.  I
mean company 3 where about the biggest not doing color right people I ever
dealt with circa 2008-2009.  Think anything we told them they cared $.02
about?  We just gave them whatever color weird world files.  in the end it
was all ok, acceptable ish and not worth the fight.  :-)

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



On Thu, Mar 30, 2017 at 12:53 AM, Andrew Mumford <a_mumf...@mac.com> wrote:

> Well do we agree that there is no more data in a log encoded half float
> exr vs a normally encoded linear exr ?
>
> I thought that was a point you made Randy or did I misunderstand.
>
> And as to making "assumptions" about clients expertise or lack of re color
> pipelines my experience of late and to a large extent for the last 30 or so
> years tells me that not only do the "clients", to the extent that you can
> think of them as one person of one mind, not only do they not know what
> they are talking about to any great degree - but that they rely on us to
> speak up when they are wrong.
>
> I owned a Ford Escort turbo at one time and I was very "satisfied" with
> that at the time - now I know a bit more, I think it's ok to try and bring
> the clients along for the journey so things can become better optimized for
> all of us.
>
> Sent from my iPhone
>
> On Mar 29, 2017, at 16:23, Randy Little <randyslit...@gmail.com> wrote:
>
> Yup Howard is 100% on target with his comment.
>
> Randy S. Little
> http://www.rslittle.com/
> http://www.imdb.com/name/nm2325729/
>
>
>
> On Wed, Mar 29, 2017 at 7:06 PM, Howard Jones <how...@axis-vfx.com> wrote:
>
>> But you are making a series of assumptions about their post pipeline. It
>> doesn't stop with us, it stops at delivery.
>>
>> And it's an assumption that the client doesn't know what they are talking
>> about or haven't tested and been satisfied with the colour pipe they are
>> going down.
>>
>> IMHO it's about fitting in with a larger post production pipe than just
>> the VFX.
>>
>> Howard
>>
>> On 29 Mar 2017, at 5:40 pm, Andrew Mumford <a_mumf...@mac.com> wrote:
>>
>> IMNSHO this is how "we" got into this goddamn cluster with color in
>> general in the brave new world of digital color ... by just letting clients
>> have whatever they want just because they ask for it and we as an industry,
>> fall over the apple cart trying not to upset anyone and break the cart
>> anyway.
>>
>> If they must have it then they get it but at least tell them that "to my
>> best knowledge" this will lose some information and send them both dpx &
>> "client" exr & "linear" extra for one shot with overbrights and darks and
>> ask them to verify that's what they want.
>>
>>
>>
>> Sent from my iPhone
>>
>> On Mar 23, 2017, at 20:46, J Bills <djbi...@hotmail.com> wrote:
>>
>> Agreed.  If they want it, that's what they get!  Nothing wrong with
>> diplomatically flagging it as "not what we usually do" and sending a test
>> frame to ask if it's what they were expecting before you run the whole lot.
>>
>>
>> --
>> *From:* nuke-users-boun...@support.thefoundry.co.uk <
>> nuke-users-boun...@support.thefoundry.co.uk> on behalf of Howard Jones <
>> how...@axis-vfx.com>
>> *Sent:* Tuesday, March 21, 2017 1:35 AM
>> *To:* Nuke user discussion
>> *Subject:* Re: [Nuke-users] Ext with log color space
>>
>> Assuming they haven't made a mistake I would give them what they asked
>> for.
>>
>> For one show I'm delivering linear DPX.
>>
>> Howard
>>
>> > On 20 Mar 2017, at 8:13 pm, chris <ze.m...@gmx.net> wrote:
>> >
>> >> On 3/20/17 at 8:48 PM, dekekinc...@gmail.com (Deke Kincaid) wrote:
>> >> Many facilities deliver EXR files with DI mattes.  This is quite common
>> >> these days especially since Baselight and other DI products now
>> properly
>> >> read multi channel exr files.
>> >
>> > ah, good to know this gets more common. usually I had to deliver masks
>> as extra sequences which got a bit messy.
>> > now the question is, do we render those masks with log encoding ;)
>> >
>> > chris
>> >
>> > ___
>> &g

Re: [Nuke-users] Cryptomatte output from nuke

2017-03-30 Thread Frank Rueter|OHUfx

indeed

On 31/03/17 12:39 PM, Hugo Léveillé wrote:
Yeah.. was hoping maybe something got developed with the ray render or 
someone more clever than me had a solution. Would be handy with large 
particles setup




On Mar 30, 2017, at 7:34 PM, Frank Rueter|OHUfx > wrote:


Don't you need object proper, material etc IDs for that? I don't 
think Nuke can do that unfortunately.



On 31/03/17 11:18 AM, Deke Kincaid wrote:

I doubt it.  Nuke's scanlineRenderer shading system is pretty limited.

On Thu, Mar 30, 2017 at 2:29 PM, Hugo Léveillé > wrote:


Hi

Is there a gizmo/plugin to generate a cryptomatte out of nuke's
scanline render? Or something similar without generating dozens
of channels?



___
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 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] Cryptomatte output from nuke

2017-03-30 Thread Hugo Léveillé
Yeah.. was hoping maybe something got developed with the ray render or someone 
more clever than me had a solution. Would be handy with large particles setup 



> On Mar 30, 2017, at 7:34 PM, Frank Rueter|OHUfx  wrote:
> 
> Don't you need object proper, material etc IDs for that? I don't think Nuke 
> can do that unfortunately.
> 
> 
> 
>> On 31/03/17 11:18 AM, Deke Kincaid wrote:
>> I doubt it.  Nuke's scanlineRenderer shading system is pretty limited.
>> 
>>> On Thu, Mar 30, 2017 at 2:29 PM, Hugo Léveillé  wrote:
>>> Hi
>>> 
>>> Is there a gizmo/plugin to generate a cryptomatte out of nuke's scanline 
>>> render? Or something similar without generating dozens of channels?
>>> 
>>> 
>>> 
>>> ___
>>> 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

Re: [Nuke-users] Cryptomatte output from nuke

2017-03-30 Thread Frank Rueter|OHUfx
Don't you need object proper, material etc IDs for that? I don't think
Nuke can do that unfortunately.

On 31/03/17 11:18 AM, Deke Kincaid wrote: 

> I doubt it.  Nuke's scanlineRenderer shading system is pretty limited. 
> 
> On Thu, Mar 30, 2017 at 2:29 PM, Hugo Léveillé  wrote:
> 
>> Hi
>> 
>> Is there a gizmo/plugin to generate a cryptomatte out of nuke's scanline 
>> render? Or something similar without generating dozens of channels?
>> 
>> ___
>> Nuke-users mailing list
>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [1]
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [2]
> 
> ___
> 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

  

Links:
--
[1] http://forums.thefoundry.co.uk/
[2] 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] Cryptomatte output from nuke

2017-03-30 Thread Deke Kincaid
I doubt it.  Nuke's scanlineRenderer shading system is pretty limited.

On Thu, Mar 30, 2017 at 2:29 PM, Hugo Léveillé  wrote:

> Hi
>
> Is there a gizmo/plugin to generate a cryptomatte out of nuke's scanline
> render? Or something similar without generating dozens of channels?
>
>
>
> ___
> 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] Selective colour in nuke

2017-03-30 Thread Howard Jones
Found this, I’d have to have a think but don’t wait up for it.

https://www.dpreview.com/forums/post/26485128

> Relative - Changes the existing amount of cyan, magenta, yellow, or black by 
> its percentage of the total. For example, if you start with a pixel that is 
> 50% magenta and add 10%, 5% is added to the magenta (10% of 50% = 5%) for a 
> total of 55% magenta. (This option cannot adjust pure specular white, which 
> contains no color components.)
> Absolute - Adjusts the color in absolute values. For example, if you start 
> with a pixel that is 50% magenta and add 10%, the magenta ink is set to a 
> total of 60%.
> 
> Note: The adjustment is based on how close a color is to one of the options 
> in the Colors menu. For example, 50% magenta is midway between white and pure 
> magenta and receives a proportionate mix of corrections defined for the two 
> colors.
> 

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 30 Mar 2017, at 16:54, motion artist  wrote:
> 
> Hello again
> 
> So the Secondary Colour works a treat, but I was wondering how to implement 
> the Relative vs Absolute option that the PS selective colour has in Nuke. It 
> doesn't seem like anyone from the photoshop community knows exactly how this 
> works. Has anybody tried reverse engineering that?
> 
> Appreciate all the help
> 
> All the best
> 
> Stepan
> ___
> 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


-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.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] Selective colour in nuke

2017-03-30 Thread motion artist
Hello again

So the Secondary Colour works a treat, but I was wondering how to implement
the Relative vs Absolute option that the PS selective colour has in Nuke.
It doesn't seem like anyone from the photoshop community knows exactly how
this works. Has anybody tried reverse engineering that?

Appreciate all the help

All the best

Stepan
___
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] j2c format

2017-03-30 Thread Woei Lee
Hi Nikita,

Thank you! I will take a look at these!

On Thu, Mar 30, 2017 at 7:56 AM, Nikita Glukhov 
wrote:

> Hi Woei Lee!
> > One of our client recently have requested us to output the j2c format
> (12-bit log JPEG2000), we are not very familiar with this format
>
> See this:
> http://kakadusoftware.com/downloads/
> In the demo version there are console utilities. These utilities are
> sufficient for converting files from/to tiff.
>
> Or see this:
> http://www.openjpeg.org
> Although this library is several times slower.
>
> Also I wrote a NUKE plugin that can read the JPEG2000 format (wrapper
> around Kakadu lib). It is not released yet.
>
> Nikita.
> ___
> 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] Selective colour in nuke

2017-03-30 Thread Stepan Z
Yeah NS with a bit of a faster performance (impoved a lot in 10.5)  and more 
tools 'on the surface' in the timeline environment would be my absolute 
favourite software to work in. But I think i can be dreaming with this a little 
bit. That would make NS a flame, and i don't know if they want it to be a flame 
or more of a comp management tool.

> On 30 Mar 2017, at 15:36, Martin Constable  wrote:
> 
> 
>  However, I just finished grading a (very) short movie in Nuke studio, and 
> wish working on its timeline was a nicer experiance. 
> 
> 
> 
> 
> Sent from my iPhone
> 
>> On 30 Mar 2017, at 9:18 PM, motion artist  wrote:
>> 
>> I'm a colourist rather than a compositor. And I really like how selective 
>> colour works on skintones in photoshop and I would like to be able to do the 
>> same in Resolve. I think that the effect of selective colour on skintones 
>> and particularly the cyan slider in the red is much nicer than the hue vs 
>> hue curves in resolve or hue correct in nuke. I understand that you could 
>> probably get the same results with a bit of wiggling around but i also find 
>> it interesting to udnerstand how these things work. 
>> 
>> I do find reverse engineering things like this easier in Nuke first because 
>> the toolset is much broader than resolve. Will the try to apply it in 
>> resolve. This all might sound a little bit backwards but it work for me so 
>> far.
>> 
>> All the best
>> 
>> Stepan
>> 
>>> On Thu, Mar 30, 2017 at 1:27 PM, Martin Constable  
>>> wrote:
>>> Am a matter of interest, why do you want this?
>>> 
>>> I am a fan of Selective Color in PS as well. It is the only decent Hue tool 
>>> in PS. However… in Nuke we have the great Hue Correct, which, as far as I 
>>> can see, does a better job of the same task.
>>> 
>>> 
>>> Martin Constable
>>> 
>>> 
>>> > On 30 Mar 2017, at 6:29 PM, motion artist  wrote:
>>> >
>>> > Hello
>>> >
>>> > I was wondering if anyone has tried rebuilding the selective color 
>>> > operator in photoshop inside of nuke? Or maybe there are gizmos that are 
>>> > working in the same way? A quick google search doesn't seem to give much 
>>> > result in terms of the actual technicalities of how that operator works.
>>> >
>>> > Thanks for the help!
>>> >
>>> > Stepan
>>> >
>>> > ___
>>> > 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 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] j2c format

2017-03-30 Thread Nikita Glukhov
Hi Woei Lee!
> One of our client recently have requested us to output the j2c format (12-bit 
> log JPEG2000), we are not very familiar with this format

See this:
http://kakadusoftware.com/downloads/
In the demo version there are console utilities. These utilities are
sufficient for converting files from/to tiff.

Or see this:
http://www.openjpeg.org
Although this library is several times slower.

Also I wrote a NUKE plugin that can read the JPEG2000 format (wrapper
around Kakadu lib). It is not released yet.

Nikita.
___
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] Selective colour in nuke

2017-03-30 Thread Martin Constable

I also love the color tools in Nuke. Feel hamstrung in any other app. the 
director was very impressed by what I could do in Nuke. However, I just 
finished grading a (very) short movie in Nuke studio, and wish working on its 
timeline was a nicer experiance. 

I am always trying to convince my students to learn selective color in PS. The 
only hue tool they ever try in color adjustment, which I can't abide.  I show 
them my trusty copy of PS 1 (in emulation mode) and explain to them that color 
adjustment has been there since version one. Apparently one reason why it was 
included was that it was easy for the engineers to implement.


Sent from my iPhone

> On 30 Mar 2017, at 9:18 PM, motion artist  wrote:
> 
> I'm a colourist rather than a compositor. And I really like how selective 
> colour works on skintones in photoshop and I would like to be able to do the 
> same in Resolve. I think that the effect of selective colour on skintones and 
> particularly the cyan slider in the red is much nicer than the hue vs hue 
> curves in resolve or hue correct in nuke. I understand that you could 
> probably get the same results with a bit of wiggling around but i also find 
> it interesting to udnerstand how these things work. 
> 
> I do find reverse engineering things like this easier in Nuke first because 
> the toolset is much broader than resolve. Will the try to apply it in 
> resolve. This all might sound a little bit backwards but it work for me so 
> far.
> 
> All the best
> 
> Stepan
> 
>> On Thu, Mar 30, 2017 at 1:27 PM, Martin Constable  
>> wrote:
>> Am a matter of interest, why do you want this?
>> 
>> I am a fan of Selective Color in PS as well. It is the only decent Hue tool 
>> in PS. However… in Nuke we have the great Hue Correct, which, as far as I 
>> can see, does a better job of the same task.
>> 
>> 
>> Martin Constable
>> 
>> 
>> > On 30 Mar 2017, at 6:29 PM, motion artist  wrote:
>> >
>> > Hello
>> >
>> > I was wondering if anyone has tried rebuilding the selective color 
>> > operator in photoshop inside of nuke? Or maybe there are gizmos that are 
>> > working in the same way? A quick google search doesn't seem to give much 
>> > result in terms of the actual technicalities of how that operator works.
>> >
>> > Thanks for the help!
>> >
>> > Stepan
>> >
>> > ___
>> > 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

Re: [Nuke-users] Selective colour in nuke

2017-03-30 Thread motion artist
Ah great! Thank you Howard this is great! Going to give it a whirl now!

All the best

Stepan

On Thu, Mar 30, 2017 at 1:32 PM, Howard Jones  wrote:

> Yes - I did and it’s called secondaryColour.
>
> I much prefer it to the Hue correct as it is very clean, as it’s all done
> with subtraction, shuffles, and max/mins internally.
>
> Splits the image into RGB, CMY, BNW and you can change each of those to
> any colour you want.
>
> It’s on Nukepedia.
>
> *Howard **Jones*
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>
> On 30 Mar 2017, at 13:27, Martin Constable  wrote:
>
> Am a matter of interest, why do you want this?
>
> I am a fan of Selective Color in PS as well. It is the only decent Hue
> tool in PS. However… in Nuke we have the great Hue Correct, which, as far
> as I can see, does a better job of the same task.
>
>
> Martin Constable
>
>
> On 30 Mar 2017, at 6:29 PM, motion artist  wrote:
>
> Hello
>
> I was wondering if anyone has tried rebuilding the selective color
> operator in photoshop inside of nuke? Or maybe there are gizmos that are
> working in the same way? A quick google search doesn't seem to give much
> result in terms of the actual technicalities of how that operator works.
>
> Thanks for the help!
>
> Stepan
>
> ___
> 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
>
>
>
>
> *A X I S V F X*
>
> The Bottle Yard Studios
>
> Whitchurch Lane
>
> Bristol BS14 0BH
>
>
>
> axis-vfx.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] Selective colour in nuke

2017-03-30 Thread motion artist
I'm a colourist rather than a compositor. And I really like how selective
colour works on skintones in photoshop and I would like to be able to do
the same in Resolve. I think that the effect of selective colour on
skintones and particularly the cyan slider in the red is much nicer than
the hue vs hue curves in resolve or hue correct in nuke. I understand that
you could probably get the same results with a bit of wiggling around but i
also find it interesting to udnerstand how these things work.

I do find reverse engineering things like this easier in Nuke first because
the toolset is much broader than resolve. Will the try to apply it in
resolve. This all might sound a little bit backwards but it work for me so
far.

All the best

Stepan

On Thu, Mar 30, 2017 at 1:27 PM, Martin Constable 
wrote:

> Am a matter of interest, why do you want this?
>
> I am a fan of Selective Color in PS as well. It is the only decent Hue
> tool in PS. However… in Nuke we have the great Hue Correct, which, as far
> as I can see, does a better job of the same task.
>
>
> Martin Constable
>
>
> > On 30 Mar 2017, at 6:29 PM, motion artist 
> wrote:
> >
> > Hello
> >
> > I was wondering if anyone has tried rebuilding the selective color
> operator in photoshop inside of nuke? Or maybe there are gizmos that are
> working in the same way? A quick google search doesn't seem to give much
> result in terms of the actual technicalities of how that operator works.
> >
> > Thanks for the help!
> >
> > Stepan
> >
> > ___
> > 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] Selective colour in nuke

2017-03-30 Thread Howard Jones
Yes - I did and it’s called secondaryColour.

I much prefer it to the Hue correct as it is very clean, as it’s all done with 
subtraction, shuffles, and max/mins internally.

Splits the image into RGB, CMY, BNW and you can change each of those to any 
colour you want.

It’s on Nukepedia. 

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 30 Mar 2017, at 13:27, Martin Constable  wrote:
> 
> Am a matter of interest, why do you want this?
> 
> I am a fan of Selective Color in PS as well. It is the only decent Hue tool 
> in PS. However… in Nuke we have the great Hue Correct, which, as far as I can 
> see, does a better job of the same task. 
> 
> 
> Martin Constable
> 
> 
>> On 30 Mar 2017, at 6:29 PM, motion artist  wrote:
>> 
>> Hello 
>> 
>> I was wondering if anyone has tried rebuilding the selective color operator 
>> in photoshop inside of nuke? Or maybe there are gizmos that are working in 
>> the same way? A quick google search doesn't seem to give much result in 
>> terms of the actual technicalities of how that operator works.
>> 
>> Thanks for the help!
>> 
>> Stepan
>> 
>> ___
>> 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


-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.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] Selective colour in nuke

2017-03-30 Thread Martin Constable
Am a matter of interest, why do you want this?

I am a fan of Selective Color in PS as well. It is the only decent Hue tool in 
PS. However… in Nuke we have the great Hue Correct, which, as far as I can see, 
does a better job of the same task. 


Martin Constable


> On 30 Mar 2017, at 6:29 PM, motion artist  wrote:
> 
> Hello 
> 
> I was wondering if anyone has tried rebuilding the selective color operator 
> in photoshop inside of nuke? Or maybe there are gizmos that are working in 
> the same way? A quick google search doesn't seem to give much result in terms 
> of the actual technicalities of how that operator works.
> 
> Thanks for the help!
> 
> Stepan
> 
> ___
> 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] OT spam emails though the nuke users email list

2017-03-30 Thread Mads Lund
Gmail is throwing them directly into the spam folder. 

On Thu, Mar 30, 2017 at 5:02 AM, Deke Kincaid  wrote:

> Email marketing@ as support@ can't do anything about it and just forward
> it to marketing@ about 6 weeks after you email them. :)
>
>
> On Wed, Mar 29, 2017 at 6:28 PM Frank Rueter|OHUfx 
> wrote:
>
>> I think support do know about the list because I keep complaining about
>> the forum and the mailing lists still not being synced :-D
>>
>> To be honest, I would love to hear a plan for this, there has been way
>> too much silence on the topic.
>> If the Foundry plan to just drop the mailing list cause they can't be
>> bothered I'd put my hand up to maintain it (in which case I could block
>> those spam posts).
>> But I would much prefer seeing the forum and mailing list synchronised
>> like the 3ds Max forum was in 1997.
>>
>> Cheers,
>> frank
>>
>> P.S. I will forward this to TF as well
>>
>>
>> On 30/03/17 2:02 PM, Deke Kincaid wrote:
>>
>> It's the Foundry.  Anyone can sign up for the list and spam it.  The
>> trouble is many(most) people at the Foundry forget this list even exists
>> even though it exists on their servers.   A Nuke engineer actually poped
>> onto the dev list and asked "who owns this list!".  If you look at the
>> footer of the email the links for the mailing list are all there and the
>> URL are all @support.thefoundry.co.uk
>>
>> so even if you complain to them you will get a bighuh?  what do you
>> mean?...what are you talking about??  Most people do not even know what a
>> mailing list is these days.
>>
>> On Wed, Mar 29, 2017 at 5:44 PM, adam jones  wrote:
>>
>> Hey all
>>
>> I wasn’t going to mention it but it now an every day thing.
>>
>> I am getting spam emails from two email accounts via the users group.
>>
>> Is this just me or is everyone else getting this..
>>
>> email subjects
>>
>> [Nuke-users] do you have any ideas? from tokutoshi [at] yahoo (.) com
>>
>> [Nuke-users] Re: new acquaintances from salvador [at] chez (.) com
>>
>> [Nuke-users] insomnia from salvador [at] chez (.) com
>>
>> each of these emails are identified as Nuke User discussion
>>
>> is this some thing I need to look at on my end or is it on the foundry
>>
>> regards
>> -adam
>>
>>
>>
>> ___
>> 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 listnuke-us...@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

Re: [Nuke-users] Ext with log color space

2017-03-29 Thread Andrew Mumford
Well do we agree that there is no more data in a log encoded half float exr vs 
a normally encoded linear exr ?

I thought that was a point you made Randy or did I misunderstand.

And as to making "assumptions" about clients expertise or lack of re color 
pipelines my experience of late and to a large extent for the last 30 or so 
years tells me that not only do the "clients", to the extent that you can think 
of them as one person of one mind, not only do they not know what they are 
talking about to any great degree - but that they rely on us to speak up when 
they are wrong.

I owned a Ford Escort turbo at one time and I was very "satisfied" with that at 
the time - now I know a bit more, I think it's ok to try and bring the clients 
along for the journey so things can become better optimized for all of us.

Sent from my iPhone

> On Mar 29, 2017, at 16:23, Randy Little <randyslit...@gmail.com> wrote:
> 
> Yup Howard is 100% on target with his comment.  
> 
> Randy S. Little
> http://www.rslittle.com/
> http://www.imdb.com/name/nm2325729/
> 
> 
> 
>> On Wed, Mar 29, 2017 at 7:06 PM, Howard Jones <how...@axis-vfx.com> wrote:
>> But you are making a series of assumptions about their post pipeline. It 
>> doesn't stop with us, it stops at delivery. 
>> 
>> And it's an assumption that the client doesn't know what they are talking 
>> about or haven't tested and been satisfied with the colour pipe they are 
>> going down. 
>> 
>> IMHO it's about fitting in with a larger post production pipe than just the 
>> VFX. 
>> 
>> Howard
>> 
>>> On 29 Mar 2017, at 5:40 pm, Andrew Mumford <a_mumf...@mac.com> wrote:
>>> 
>>> IMNSHO this is how "we" got into this goddamn cluster with color in general 
>>> in the brave new world of digital color ... by just letting clients have 
>>> whatever they want just because they ask for it and we as an industry, fall 
>>> over the apple cart trying not to upset anyone and break the cart anyway.
>>> 
>>> If they must have it then they get it but at least tell them that "to my 
>>> best knowledge" this will lose some information and send them both dpx & 
>>> "client" exr & "linear" extra for one shot with overbrights and darks and 
>>> ask them to verify that's what they want.
>>> 
>>> 
>>> 
>>> Sent from my iPhone
>>> 
>>>> On Mar 23, 2017, at 20:46, J Bills <djbi...@hotmail.com> wrote:
>>>> 
>>>> Agreed.  If they want it, that's what they get!  Nothing wrong with 
>>>> diplomatically flagging it as "not what we usually do" and sending a test 
>>>> frame to ask if it's what they were expecting before you run the whole lot.
>>>> 
>>>> 
>>>> From: nuke-users-boun...@support.thefoundry.co.uk 
>>>> <nuke-users-boun...@support.thefoundry.co.uk> on behalf of Howard Jones 
>>>> <how...@axis-vfx.com>
>>>> Sent: Tuesday, March 21, 2017 1:35 AM
>>>> To: Nuke user discussion
>>>> Subject: Re: [Nuke-users] Ext with log color space
>>>>  
>>>> Assuming they haven't made a mistake I would give them what they asked 
>>>> for. 
>>>> 
>>>> For one show I'm delivering linear DPX. 
>>>> 
>>>> Howard
>>>> 
>>>> > On 20 Mar 2017, at 8:13 pm, chris <ze.m...@gmx.net> wrote:
>>>> > 
>>>> >> On 3/20/17 at 8:48 PM, dekekinc...@gmail.com (Deke Kincaid) wrote:
>>>> >> Many facilities deliver EXR files with DI mattes.  This is quite common
>>>> >> these days especially since Baselight and other DI products now properly
>>>> >> read multi channel exr files.
>>>> > 
>>>> > ah, good to know this gets more common. usually I had to deliver masks 
>>>> > as extra sequences which got a bit messy.
>>>> > now the question is, do we render those masks with log encoding ;)
>>>> > 
>>>> > chris
>>>> > 
>>>> > ___
>>>> > Nuke-users mailing list
>>>> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>>>> 
>>>> The Foundry Community :: Forum
>>>> forums.thefoundry.co.uk
>>>> Marketplace Forum for individual sales of goods and services related to 
>>>> Foundry products. The Foundry is not responsible for transactions in this 

Re: [Nuke-users] OT spam emails though the nuke users email list

2017-03-29 Thread Deke Kincaid
Email marketing@ as support@ can't do anything about it and just forward it
to marketing@ about 6 weeks after you email them. :)


On Wed, Mar 29, 2017 at 6:28 PM Frank Rueter|OHUfx  wrote:

> I think support do know about the list because I keep complaining about
> the forum and the mailing lists still not being synced :-D
>
> To be honest, I would love to hear a plan for this, there has been way too
> much silence on the topic.
> If the Foundry plan to just drop the mailing list cause they can't be
> bothered I'd put my hand up to maintain it (in which case I could block
> those spam posts).
> But I would much prefer seeing the forum and mailing list synchronised
> like the 3ds Max forum was in 1997.
>
> Cheers,
> frank
>
> P.S. I will forward this to TF as well
>
>
> On 30/03/17 2:02 PM, Deke Kincaid wrote:
>
> It's the Foundry.  Anyone can sign up for the list and spam it.  The
> trouble is many(most) people at the Foundry forget this list even exists
> even though it exists on their servers.   A Nuke engineer actually poped
> onto the dev list and asked "who owns this list!".  If you look at the
> footer of the email the links for the mailing list are all there and the
> URL are all @support.thefoundry.co.uk
>
> so even if you complain to them you will get a bighuh?  what do you
> mean?...what are you talking about??  Most people do not even know what a
> mailing list is these days.
>
> On Wed, Mar 29, 2017 at 5:44 PM, adam jones  wrote:
>
> Hey all
>
> I wasn’t going to mention it but it now an every day thing.
>
> I am getting spam emails from two email accounts via the users group.
>
> Is this just me or is everyone else getting this..
>
> email subjects
>
> [Nuke-users] do you have any ideas? from tokutoshi [at] yahoo (.) com
>
> [Nuke-users] Re: new acquaintances from salvador [at] chez (.) com
>
> [Nuke-users] insomnia from salvador [at] chez (.) com
>
> each of these emails are identified as Nuke User discussion
>
> is this some thing I need to look at on my end or is it on the foundry
>
> regards
> -adam
>
>
>
> ___
> 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 listnuke-us...@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] OT spam emails though the nuke users email list

2017-03-29 Thread Frank Rueter|OHUfx
I think support do know about the list because I keep complaining about 
the forum and the mailing lists still not being synced :-D


To be honest, I would love to hear a plan for this, there has been way 
too much silence on the topic.
If the Foundry plan to just drop the mailing list cause they can't be 
bothered I'd put my hand up to maintain it (in which case I could block 
those spam posts).
But I would much prefer seeing the forum and mailing list synchronised 
like the 3ds Max forum was in 1997.


Cheers,
frank

P.S. I will forward this to TF as well

On 30/03/17 2:02 PM, Deke Kincaid wrote:
It's the Foundry.  Anyone can sign up for the list and spam it.  The 
trouble is many(most) people at the Foundry forget this list even 
exists even though it exists on their servers.   A Nuke engineer 
actually poped onto the dev list and asked "who owns this list!".  If 
you look at the footer of the email the links for the mailing list are 
all there and the URL are all @support.thefoundry.co.uk 



so even if you complain to them you will get a bighuh? what do you 
mean?...what are you talking about??  Most people do not even know 
what a mailing list is these days.


On Wed, Mar 29, 2017 at 5:44 PM, adam jones > wrote:


Hey all

I wasn’t going to mention it but it now an every day thing.

I am getting spam emails from two email accounts via the users group.

Is this just me or is everyone else getting this..

email subjects

[Nuke-users] do you have any ideas? from tokutoshi [at] yahoo (.) com

[Nuke-users] Re: new acquaintances from salvador [at] chez (.) com

[Nuke-users] insomnia from salvador [at] chez (.) com

each of these emails are identified as Nuke User discussion

is this some thing I need to look at on my end or is it on the foundry

regards
-adam



___
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] OT spam emails though the nuke users email list

2017-03-29 Thread Deke Kincaid
It's the Foundry.  Anyone can sign up for the list and spam it.  The
trouble is many(most) people at the Foundry forget this list even exists
even though it exists on their servers.   A Nuke engineer actually poped
onto the dev list and asked "who owns this list!".  If you look at the
footer of the email the links for the mailing list are all there and the
URL are all @support.thefoundry.co.uk

so even if you complain to them you will get a bighuh?  what do you
mean?...what are you talking about??  Most people do not even know what a
mailing list is these days.

On Wed, Mar 29, 2017 at 5:44 PM, adam jones  wrote:

> Hey all
>
> I wasn’t going to mention it but it now an every day thing.
>
> I am getting spam emails from two email accounts via the users group.
>
> Is this just me or is everyone else getting this..
>
> email subjects
>
> [Nuke-users] do you have any ideas? from tokutoshi [at] yahoo (.) com
>
> [Nuke-users] Re: new acquaintances from salvador [at] chez (.) com
>
> [Nuke-users] insomnia from salvador [at] chez (.) com
>
> each of these emails are identified as Nuke User discussion
>
> is this some thing I need to look at on my end or is it on the foundry
>
> regards
> -adam
>
>
>
> ___
> 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] Ext with log color space

2017-03-29 Thread Randy Little
Yup Howard is 100% on target with his comment.

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



On Wed, Mar 29, 2017 at 7:06 PM, Howard Jones <how...@axis-vfx.com> wrote:

> But you are making a series of assumptions about their post pipeline. It
> doesn't stop with us, it stops at delivery.
>
> And it's an assumption that the client doesn't know what they are talking
> about or haven't tested and been satisfied with the colour pipe they are
> going down.
>
> IMHO it's about fitting in with a larger post production pipe than just
> the VFX.
>
> Howard
>
> On 29 Mar 2017, at 5:40 pm, Andrew Mumford <a_mumf...@mac.com> wrote:
>
> IMNSHO this is how "we" got into this goddamn cluster with color in
> general in the brave new world of digital color ... by just letting clients
> have whatever they want just because they ask for it and we as an industry,
> fall over the apple cart trying not to upset anyone and break the cart
> anyway.
>
> If they must have it then they get it but at least tell them that "to my
> best knowledge" this will lose some information and send them both dpx &
> "client" exr & "linear" extra for one shot with overbrights and darks and
> ask them to verify that's what they want.
>
>
>
> Sent from my iPhone
>
> On Mar 23, 2017, at 20:46, J Bills <djbi...@hotmail.com> wrote:
>
> Agreed.  If they want it, that's what they get!  Nothing wrong with
> diplomatically flagging it as "not what we usually do" and sending a test
> frame to ask if it's what they were expecting before you run the whole lot.
>
>
> --
> *From:* nuke-users-boun...@support.thefoundry.co.uk <
> nuke-users-boun...@support.thefoundry.co.uk> on behalf of Howard Jones <
> how...@axis-vfx.com>
> *Sent:* Tuesday, March 21, 2017 1:35 AM
> *To:* Nuke user discussion
> *Subject:* Re: [Nuke-users] Ext with log color space
>
> Assuming they haven't made a mistake I would give them what they asked
> for.
>
> For one show I'm delivering linear DPX.
>
> Howard
>
> > On 20 Mar 2017, at 8:13 pm, chris <ze.m...@gmx.net> wrote:
> >
> >> On 3/20/17 at 8:48 PM, dekekinc...@gmail.com (Deke Kincaid) wrote:
> >> Many facilities deliver EXR files with DI mattes.  This is quite common
> >> these days especially since Baselight and other DI products now properly
> >> read multi channel exr files.
> >
> > ah, good to know this gets more common. usually I had to deliver masks
> as extra sequences which got a bit messy.
> > now the question is, do we render those masks with log encoding ;)
> >
> > chris
> >
> > ___
> > Nuke-users mailing list
> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
> <http://forums.thefoundry.co.uk/>
> The Foundry Community :: Forum <http://forums.thefoundry.co.uk/>
> forums.thefoundry.co.uk
> Marketplace Forum for individual sales of goods and services related to
> Foundry products. The Foundry is not responsible for transactions in this
> forum, it is offered ...
>
> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
> Nuke-users Info Page - The Foundry Visionmongers
> <http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users>
> support.thefoundry.co.uk
> This nuke-users mailing list is designed to encourage discussion, dialog,
> sharing, and collaboration of all things pertinent to Nuke, the Nuke user
> community, and The ...
>
>
> --
>
>
>
> *A X I S V F X*
>
> The Bottle Yard Studios
>
> Whitchurch Lane
>
> Bristol BS14 0BH
>
>
>
> axis-vfx.com
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
> <http://forums.thefoundry.co.uk/>
> The Foundry Community :: Forum <http://forums.thefoundry.co.uk/>
> forums.thefoundry.co.uk
> Marketplace Forum for individual sales of goods and services related to
> Foundry products. The Foundry is not responsible for transactions in this
> forum, it is offered ...
>
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
> Nuke-users Info Page - The Foundry Visionmongers
> <http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users>
> support.thefoundry.co.uk
> This nuke-users mailing list is designed to encourage discussion, dialog,
> sharing, and collaboration of all things pertinent to Nuke, the Nuke user
> community, and The ...
>
> __

Re: [Nuke-users] Ext with log color space

2017-03-29 Thread Howard Jones
But you are making a series of assumptions about their post pipeline. It 
doesn't stop with us, it stops at delivery. 

And it's an assumption that the client doesn't know what they are talking about 
or haven't tested and been satisfied with the colour pipe they are going down. 

IMHO it's about fitting in with a larger post production pipe than just the 
VFX. 

Howard

> On 29 Mar 2017, at 5:40 pm, Andrew Mumford <a_mumf...@mac.com> wrote:
> 
> IMNSHO this is how "we" got into this goddamn cluster with color in general 
> in the brave new world of digital color ... by just letting clients have 
> whatever they want just because they ask for it and we as an industry, fall 
> over the apple cart trying not to upset anyone and break the cart anyway.
> 
> If they must have it then they get it but at least tell them that "to my best 
> knowledge" this will lose some information and send them both dpx & "client" 
> exr & "linear" extra for one shot with overbrights and darks and ask them to 
> verify that's what they want.
> 
> 
> 
> Sent from my iPhone
> 
>> On Mar 23, 2017, at 20:46, J Bills <djbi...@hotmail.com> wrote:
>> 
>> Agreed.  If they want it, that's what they get!  Nothing wrong with 
>> diplomatically flagging it as "not what we usually do" and sending a test 
>> frame to ask if it's what they were expecting before you run the whole lot.
>> 
>> 
>> From: nuke-users-boun...@support.thefoundry.co.uk 
>> <nuke-users-boun...@support.thefoundry.co.uk> on behalf of Howard Jones 
>> <how...@axis-vfx.com>
>> Sent: Tuesday, March 21, 2017 1:35 AM
>> To: Nuke user discussion
>> Subject: Re: [Nuke-users] Ext with log color space
>>  
>> Assuming they haven't made a mistake I would give them what they asked for. 
>> 
>> For one show I'm delivering linear DPX. 
>> 
>> Howard
>> 
>> > On 20 Mar 2017, at 8:13 pm, chris <ze.m...@gmx.net> wrote:
>> > 
>> >> On 3/20/17 at 8:48 PM, dekekinc...@gmail.com (Deke Kincaid) wrote:
>> >> Many facilities deliver EXR files with DI mattes.  This is quite common
>> >> these days especially since Baselight and other DI products now properly
>> >> read multi channel exr files.
>> > 
>> > ah, good to know this gets more common. usually I had to deliver masks as 
>> > extra sequences which got a bit messy.
>> > now the question is, do we render those masks with log encoding ;)
>> > 
>> > chris
>> > 
>> > ___
>> > Nuke-users mailing list
>> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> 
>> The Foundry Community :: Forum
>> forums.thefoundry.co.uk
>> Marketplace Forum for individual sales of goods and services related to 
>> Foundry products. The Foundry is not responsible for transactions in this 
>> forum, it is offered ...
>> 
>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> Nuke-users Info Page - The Foundry Visionmongers
>> support.thefoundry.co.uk
>> This nuke-users mailing list is designed to encourage discussion, dialog, 
>> sharing, and collaboration of all things pertinent to Nuke, the Nuke user 
>> community, and The ...
>> 
>> 
>> -- 
>> 
>> 
>> 
>> *A X I S V F X*
>> 
>> The Bottle Yard Studios
>> 
>> Whitchurch Lane
>> 
>> Bristol BS14 0BH
>> 
>>  
>> 
>> axis-vfx.com
>> ___
>> Nuke-users mailing list
>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> 
>> The Foundry Community :: Forum
>> forums.thefoundry.co.uk
>> Marketplace Forum for individual sales of goods and services related to 
>> Foundry products. The Foundry is not responsible for transactions in this 
>> forum, it is offered ...
>> 
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> Nuke-users Info Page - The Foundry Visionmongers
>> support.thefoundry.co.uk
>> This nuke-users mailing list is designed to encourage discussion, dialog, 
>> sharing, and collaboration of all things pertinent to Nuke, the Nuke user 
>> community, and The ...
>> 
>> ___
>> 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

-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.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

  1   2   3   4   5   6   7   8   9   10   >