The good thing about stereo in nuke is that you have both eyes in one stream
and therefor every node works on both eyes at the same time.
To use this you have to join your views with the JoinView node.
But I saw on your screenshots that you have the name of your view in the
layername which you
Thanks, that was it! Oddly enough both cameras line up perfectly in my scene
but for some reason the camera from Houdini adds a scale of 0.05 to the
equation.
Thank you so much, I'm sure I'll be back :)
Message: 23
Date: Wed, 05 Dec 2012 12:25:38 +1300
From: Frank Rueter
am not sure i follow.
within this one matte1 read node i have 2 more embedded passes called
1)ambient and 2)incandecence(don't ask me why...it's the cg dept:)) . within
each of these there are further rgb mattes.
so what name should i be changing? you mean it should be rendered from maya
with a
I could add this to projectionist as an option btw...
On 4 dec. 2012, at 18:22, Magno Borgo li...@borgo.tv wrote:
Thats it, thanks. Animated multiply node before the project 3d.
--
Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX
Amsterdam | The Netherlands | tel. +31 20 330 8250
Hi Khushnum,
would it be possible for you to share a single frame of the exr.
you can crop it to a very small size if you like for copyright reasons just
make sure you write out all channels.
Cheers
Shail
On Wed, Dec 5, 2012 at 5:42 PM, Khushnum kfchi...@tataelxsi.co.in wrote:
am not sure i
Hi all,
back in the Shake days Peter Warner released a little Macro called Flock.
With it he also attached a 15 frame loop of a bird flapping.
Anybody has this 15 frame loop by any chance?
Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
+972 (0)54 255 9765 [Israel]
url:
Nice :)That would be great. Perhaps with some fading animation setup, x frames before, y frames after the framehold.I could add this to projectionist as an option btw...On 4 dec. 2012, at 18:22, "Magno Borgo" li...@borgo.tv wrote:Thats it, thanks. Animated multiply node before the project 3d.
Yes.
How magically straight forward!
Thanks,
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 5 December 2012 15:25, Holger Hummel|Celluloid VFX
hol...@celluloid-vfx.com wrote:
**
should be in there,
Time to turn those old flocks into a particle emiter :)
On Wed, Dec 5, 2012, at 8:27, Ron Ganbar wrote:
Yes.
How magically straight forward!
Thanks,
Ron Ganbar
email: [1]ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
+972 (0)54 255 9765 [Israel]
url: [2]http://ronganbar.wordpress.com/
On 5
Never assume a round trip maintains the data. :)
On 2012-12-05, at 6:41 AM, Henning Glabbart henni...@themill.com wrote:
Thanks, that was it! Oddly enough both cameras line up perfectly in my scene
but for some reason the camera from Houdini adds a scale of 0.05 to the
equation.
Thank
I love the simplicity of this 2D node.
Duplicator from Nukepedia does the same for 3D (and of course, the Particle
system). But sometimes you just need 2D Flock.
Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
+972 (0)54 255 9765 [Israel]
url:
Hi - im rendering stuff and noticed Nuke only uses about 30% of each
processor...
Is this normal for Nuke - im running Linux Mint Maya 13.
Thanks
--
Neil Scholes
www.uvfilms.co.uk
+44 (0) 7977 456 197
___
Nuke-users mailing list
Depends on disk speed maybe?
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 5 December 2012 16:29, Neil Scholes n...@uvfilms.co.uk wrote:
Hi - im rendering stuff and noticed Nuke only uses about 30%
ok -
im reading off my local raid 0 drive - which is fast enough to play
back 2k DPX realtime.
But Im also rendering to that disc also.. is this the issue perhaps?
Neil Scholes
www.uvfilms.co.uk
+44 (0) 7977 456 197
On 05/12/12 14:30, Ron Ganbar wrote:
Depends on disk speed maybe?
On 05/12/12 14:39, Neil Scholes wrote:
ok -
im reading off my local raid 0 drive - which is fast enough to play back
2k DPX realtime.
But Im also rendering to that disc also.. is this the issue perhaps?
Most probably depending on what disk buffering is set up - I'm guessing
the file system
Yeah same thing always. I can actually render 8 frames per render box on
on farm 8 frames by 2 threads is just ass fast as any combination from
1xall threads 4x4 2x8 6x3. Most of our famr is dual 6 core with hyper
threads so.. unless you have furnace in the comp you will need to
run a
Hi Peter - thanks
Yes ext4
ok with your suggested setup - i get half of the cores being used ( 8
threads out of 16) - and out of that half - only one of the threads is
using a full 100% - the rest are down by around 10%
This sound right?
Neil Scholes
www.uvfilms.co.uk
+44 (0) 7977 456
Ahhh ok - just Nuke normality then - cheers for the info.
Neil Scholes
www.uvfilms.co.uk
+44 (0) 7977 456 197
On 05/12/12 15:04, Randy Little wrote:
Yeah same thing always. I can actually render 8 frames per render box
on on farm 8 frames by 2 threads is just ass fast as any combination
Have you tried starting Nuke with -m 16 and trying the same test?
This tells Nuke how many threads you want to use vs. how many cores your
computer has.
Cheers
On 2012-12-05, at 10:13 AM, Neil Scholes n...@uvfilms.co.uk wrote:
Hi Peter - thanks
Yes ext4
ok with your suggested setup -
The same thing..
To get full load of all cores we usually split our`s sequence in to several
chunks and render them simultaneosly via background render.. but with this
setup you can easily exceed your RAM limit.. so for heavy sequences we
split in to small amount of simultaneous renders or even
http://www.nukepedia.com/toolsets/flockofbirds/
On 6/12/12 3:25 AM, Ron Ganbar wrote:
I love the simplicity of this 2D node.
Duplicator from Nukepedia does the same for 3D (and of course, the
Particle system). But sometimes you just need 2D Flock.
Ron Ganbar
email: ron...@gmail.com
Would it be possible to make the bunch of birds follow a 3D curve
created with the polygone plugin ? I did not find any ways to use the
CurveAttach node with Nuke's particles. Those birds would then be very
usefull :)
On Wed, Dec 5, 2012, at 17:26, Frank Rueter wrote:
I guess you can always make the emitter follow the spline and make the
particles inherit 100% of the emitter speed.
On 6/12/12 12:19 PM, Hugo Léveillé wrote:
Would it be possible to make the bunch of birds follow a 3D curve
created with the polygone plugin ? I did not find any ways to use the
23 matches
Mail list logo