Re: [Nuke-users] unwrap uv map from an animated geo

2011-09-18 Thread Jason P Nguyen
Got it. Here's my solution: __ set cut_paste_input [stack 0] version 6.2 v4 Camera2 { inputs 0 translate {{curve i x1 0 x100 0.2362315953} {curve i x1 0 x100 0} {curve i x1 0 x100 0.0348395817}} rotate {{curve i x1 0 x100 0} {curve i x1 0 x100 11.3220005} {curve i x1 0 x100 0}}

Re: [Nuke-users] unwrap uv map from an animated geo

2011-09-18 Thread Jason P Nguyen
Here's the scene sample created inside nuke for anyone who wants to use this approach in the future project. Suggestions to make this better would be appreciated. set cut_paste_input [stack 0] version 6.2 v4 Camera2 { inputs 0 translate {{curve i x1 0 x100 0.2362315953} {curve i x1 0

[Nuke-users] How to remove default shortcut without editing the local menu.py

2011-09-18 Thread Donat Van Bellinghen
Hi, I'd like to disable some built-in shortcuts, for instance the 'p' shortcut from the viewer window. I have a menu.py located on the server with our custom stuff, so I hope there's a way to do this on the server and not in each local menu.py Regards. Donat Van Bellinghen www.nozon.com

Re: [Nuke-users] Re: Reflections in Nuke

2011-09-18 Thread Ron Ganbar
The only way to really make reflections is by using Renderman. Out of the box Nuke doesn't do raytracing so no reflections. If you point a camera at something and render it, then composite it, you essentially get a reflection - but that's cheating. There's one other way - look at London

[Nuke-users] How to remove default shortcut without editing the local menu.py

2011-09-18 Thread Donat Van Bellinghen
Hi, I'd like to disable some built-in shortcuts, for instance the 'p' shortcut from the viewer window. I have a menu.py located on the server with our custom stuff, so I hope there's a way to do this on the server and not in each local menu.py Regards. Donat Van Bellinghen www.nozon.com

Re: [Nuke-users] Re: Reflections in Nuke

2011-09-18 Thread Shailendra Pandey
Here is a link to the what Ron Pointed out http://www.thefoundry.co.uk/articles/2009/01/29/101/nuke-masterclass-january-2009/ i think this should work for you. You'd be essentially be rendering out your scene as spherical and using that with an environment light to create reflections If you'd

Re: [Nuke-users] Re: Reflections in Nuke

2011-09-18 Thread Shailendra Pandey
I missed on reading Deke's idea I think that would be an artist friendly way to go about it. gridwarp and maybe some noise with an Idistort should get something convincing as well. let us know what works for you. *Shailendra* On Mon, Sep 19, 2011 at 12:50 AM, Shailendra Pandey

[Nuke-users] use CameraNormals pass to map an environment onto CG elements?

2011-09-18 Thread Jordan Olson
Hey guys! Would you happen to know of any ways or setups which would allow you to remap an environment map or 3D environment onto a CG prop using the camera normals? Cheers, Jordan ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk,

Re: [Nuke-users] use CameraNormals pass to map an environment onto CG elements?

2011-09-18 Thread Hugh Macdonald
Do you just want to use the normals directly to map the environment, or do you want to simulate reflections (which require a new vector being calculated) Hugh Macdonald nvizible – VISUAL EFFECTS hugh.macdon...@nvizible.com +44(0) 20 3167 3860 +44(0) 7773 764 708 www.nvizible.com On 18 Sep

Re: [Nuke-users] use CameraNormals pass to map an environment onto CG elements?

2011-09-18 Thread Jordan Olson
Good question, Say we have an environmental map in the form of an unwrapped image, (or a nuke 3D camera set to Sphere rather then Perspective) - and we want to apply that to the render which has a normals World pass. Though now that I think of it, it would have to take into account camera