y scripts if nuke crashes
> during the autosave process but never any "deleted" files
>
> tir. 9. maj 2017 kl. 22.25 skrev Marten Blumen <mar...@gmail.com>:
>
>> Does anyone know if the autosave function can delete real scripts in
>> anyway?
>>
>> We'
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
"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
Cool stuff - cheers!
On 12 April 2017 at 15:58, Deke Kincaid <dekekinc...@gmail.com> 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 <mar...@gmail.com>
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 10 on MacOs was working well. I hear that Linux isn't as good.
On 24 March 2017 at 14:33, Hugo Léveillé wrote:
> What's everybody's experiences with the caching of Nuke 10. I'm asking
> because we've noticed a lot of update problems with it. New renders are not
> always
depends on the client really; if a customer wants a hamburger with no
bread, meat and fillings - then it may be better to just smile and give it
to them :)
On 21 March 2017 at 06:26, Deke Kincaid wrote:
> I would stay away. Tell them you can give them log dpx files.
is because someone there doesn't really
> know what they are talking about from the CG side.
>
> Randy S. Little
> http://www.rslittle.com/
> http://www.imdb.com/name/nm2325729/
>
>
>
> On Mon, Mar 20, 2017 at 12:33 PM, Marten Blumen <mar...@gmail.com> wrote:
&g
Maybe they are referring to floating point being naturally log in it's
precision, or, some effects look better if processed in log instead of
linear, apart from that log is a colour space compression technique only
afaik.
On 21 March 2017 at 05:26, Igor Majdandzic
4K monitors and Nuke are a less than optimal combination currently, until
hDPI is supported properly.
On 21 March 2017 at 05:12, Igor Majdandzic
wrote:
> Hey guys,
> I am about to purchase a new monitor, the LG27MU67-B.
>
> Any experience with big resolution monitors
Byzantinism is back!
On 8 March 2017 at 07:31, Howard Jones wrote:
> Couldn't even find nuke render lics prices any where today. New site is
> somewhat frustrating.
>
> Howard
>
> On 7 Mar 2017, at 6:19 pm, Dan Grover wrote:
>
> I had exactly the
t; wrote:
>>
>>> Thx! Bummer though, a public roadmap could be needed too.
>>>
>>> Sent from my iPhone
>>>
>>> On 10/12/2016, at 9:13 AM, Deke Kincaid <dekekinc...@gmail.com> wrote:
>>>
>>> Most of us sign NDA's and can't talk about
Is there a roadmap for Nuke? 'Maintenance' is coming around and v10.5
doesn't appear to do too much. v11 is already in the bug tracker for some
bug resolvements; Roto++ is a disparate Foundry development that supersedes
Nuke's tech; 'Lead Software Engineer - Nuke Engine' kind of sounds like
nuke isn't fully supporting to the newest
>> nvidia drivers?
>>
>> On Sun, Dec 4, 2016 at 11:46 AM, Marten Blumen <mar...@gmail.com> wrote:
>>
>>> Unless the GPU is running out of memory, it's usually very fast.
>>>
>>> On 5 December 201
Unless the GPU is running out of memory, it's usually very fast.
On 5 December 2016 at 01:04, Nick Guth wrote:
> Nuke seems to process frames slower when 'Use GPU if available' is
> checked. I think it's just ignoring the GPU altogether.
>
> Windows 10 (Anniversary)
> 980Ti
VR == 'Vast Retouching'
Latlong blur == machine slows down to photoshop gaussian blur speed, circa
mid '90s.
On 25 October 2016 at 20:25, Mads Lund wrote:
> I have always been a bit sceptical about the whole "VR Video/Film" and was
> hoping some of the talks at VR on the
om
> crashes, freezes and reboots! Is that the symptoms? I also have a quadro
> K5000 for mac on the shelf. Would that be better even thou it’s a much
> weaker card you think?
>
> Regards,
>
> Simon
>
>
>
>
>
> On 27 sep. 2016, at 21:04, Marten Blumen <mar..
The Gtx980 works well in NukeX but is currently incompatible with the
timeline of Nuke Studio & Hiero/Player.
On 28 September 2016 at 06:41, Matan Arbel wrote:
> Why the quadro?
> U can put a pc nvidia like the gtx980 and get nice results and it won't
> cost u so much.
>
The Damage filters for AfterEffects might give you something ok.
http://www.digieffects.com/products/damage
On 26 August 2016 at 17:29, Darren Coombes wrote:
> Anyone got any methods other than writing out a heavily compressed jpg seq
> to recreate jpg compression?
>
>
>
Foundry used to sell a rolling shutter plug-in, but the reality is that
jello-shutter is actually a slit-scan, and each line is from a different
point in time. So you can't really remove it unless you patch everything.
Enjoy :)
This is one reason 360 rigs are coming out with full synced non-cmos
gt;>
>>
>> On Mon, Aug 1, 2016 at 9:02 PM, Feli di Giorgio <fe...@earthlink.net>
>> wrote:
>>
>>> Still hoping for a subscription version of Nuke like Flame or Creative
>>> Cloud.
>>>
>>> Feli
>>>
>>>
&
; On 9 August 2016 at 20:58, Marten Blumen <mar...@gmail.com> wrote:
>
>> Smart Vector has always worked but only used on < 250 frame IIRC.
>>
>> On 9 August 2016 at 06:44, Michael Garrett <michaeld...@gmail.com> wrote:
>>
>>> I'm getting an error wh
Smart Vector has always worked but only used on < 250 frame IIRC.
On 9 August 2016 at 06:44, Michael Garrett wrote:
> I'm getting an error when using VectorDistort with pre-rendered smart
> vectors, stating "reference frame is outside the valid frame range", when
> it
Probably not that the solution you want but there is a '1st Seat Payment
Plan' that includes the initial maintenance/'tax'.
In the end an Indie version is still missing.
On 2 August 2016 at 11:02, Feli di Giorgio wrote:
>
>
> On Aug 1, 2016, at 2:08 PM, Nathan Dunsworth
Maybe 'maintenance' should be called a 'compositing tax'.
On 2 August 2016 at 06:02, Howard Jones wrote:
> I agree with Simon, the emphasis has been one sided and maintenance isn’t
> cheap. 10 does feel like a 9.5 though as far as Nuke goes.
>
>
> On 1 Aug 2016, at 18:57,
Yup - but it's just a phase IMO, like Flame/Inferno was in the 2000's. It
was a really well supported product for many years before then, then went
bad for approximately 10 years, as corporate made as much money as possible
without many updates, then went back to being good as the executives were
s
>
> Howard
>
> On 13 Jul 2016, at 8:03 pm, Marten Blumen <mar...@gmail.com> wrote:
>
> AutoFoundry or FoundryDesk rolls off the tongue nicely :)
>
> Nuke10 is really good. Very good auto caching system which helps thing
> like camera tracking, painting is meant to be smo
AutoFoundry or FoundryDesk rolls off the tongue nicely :)
Nuke10 is really good. Very good auto caching system which helps thing like
camera tracking, painting is meant to be smoother, vector tools are all
ace, no worries doing vector blurs now - looks better, processes faster.
Still old boring
To digress; overall it would be good if NukeX would pursue a best-in-class
goal - like the new Vector tools.
Currently it appears that if it reaches 3/4 then it's finished, i.e. camera
tracker performance is better in Nuke10 with caching but SynthEyes solves
more robustly, the roto tools could do
TF would need in a bug report. =/
>
> Cheers
>
>
> --
> Henrik Cednert
> cto | td | compositor
>
> Filmlance International
> www.filmlance.se
>
> On 2 maj 2016, at 20:15, Marten Blumen <mar...@gmail.com> wrote:
>
> Yeah - that hardware preference fi
driver version. In () after that number you wrote is one on the
> form 346.##.##X##. What does your say?
>
> Cheers
>
> --
> Henrik Cednert
> cto | td | compositor
>
> Filmlance International
> www.filmlance.se
>
> On 2 maj 2016, at 09:11, Marten Blumen <mar...@gm
Looks like unchecking the hardware preference GPU 'expand 3 to 4 channels'
might have solved it. Worth testing.
On 2 May 2016 at 17:16, Marten Blumen <mar...@gmail.com> wrote:
> Cool - yep it's a MacPro 5,1. Cuda 7.5.26, Driver 10.5.2, OsX 10.10.5, and
> whatever the cu
a bug logged, can you post that number here?
>
> Cheers
>
> --
> Henrik Cednert
> cto | td | compositor
>
> Filmlance International
> Cell +46 (0)704 71 89 54
> www.filmlance.se
>
> On 02 May 2016, at 04:03, Marten Blumen <mar...@gmail.com> wrote:
>
>
El Cap crash bugs during the
> beta. Did you update your cuda drivers?
>
> On Sun, May 1, 2016 at 4:50 PM, Marten Blumen <mar...@gmail.com> wrote:
>
>> Is anyone successfully running Nuke Studio on OsX 10.10/11?
>>
>> Getting GPU hangs and machine hard-restarts whi
Is anyone successfully running Nuke Studio on OsX 10.10/11?
Getting GPU hangs and machine hard-restarts whilst testing it with simply
H.264, DPX and Exr clips, on a Gtx 980.
Thanks!
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk,
fwiw- node locked NukeX and Assist are working fine.
On 28 April 2016 at 05:46, Michael Garrett wrote:
> I might be repurposing a render node with Nuke Assist, also floating
> license RLM server, so I hope it's not a massive pain!
>
> On 26 April 2016 at 21:00, Frank
You're correct - that mesh will need UVs. There is a UVProject node, but
getting exactly what you want may end up crashing Nuke as the 3d system is
not so robust. Probably better to apply UVs in Blender, Maya, Houdini etc
then use that.
On 20 April 2016 at 08:17, jean-luc
Problems in OsX 10.11 can be mitigated by:
Not using the tablet, use the mouse.
Hiding the parameter pane, i.e. making the viewer full screen.
Much better at this stage to stick with OsX 10.10
On 19 April 2016 at 23:03, Frank Harrison wrote:
> Hey Sven,
> We're aware
A positive view is that Foundry Support are quicker than Apple's Dev Bugs,
~4 months to respond, but unfortunately slower than SideFx, ~a few hours.
On 26 March 2016 at 12:09, Frank Rueter|OHUfx wrote:
> I totally understand this assumption, but thought I'd mention that I had
>
> }
>>
>
>
> On Thu, Mar 17, 2016 at 1:51 PM, Marten Blumen <mar...@gmail.com> wrote:
>
>> Just a vanilla 980. This is in OsX 10.10.5. Try setting up a script with
>> a gradient and noise that can reproduce the error. Post it and we can test
>> it.
>
e. That's the CUDA driver I am on as well. Are you running the 980Ti
> or just 980? Curious if that would even make a difference.
>
> On Wed, Mar 16, 2016 at 6:30 PM, Marten Blumen <mar...@gmail.com> wrote:
>
>> Try updating the Cuda driver. No issues on Nuke 9.08, GTX980, C
Initial testing shows that the 1 cpu lockup for 40+ sec is fixed by
removing the 'tilecache' folder that the RotoPaint node creates and uses.
For example a 'bad' tilecache directory had 285K items in it, the new
'tilecache' folder that is created automatically works perfectly.
OsX, nuke 9.08.
Baking the trackers also has the benefit of avoiding the 'recalculating
keyframes' dialog, which can occur when you leave the 'Tracker4' in the
node stream.
On 25 October 2015 at 01:17, Daniel Hartlehnert wrote:
> Ah thats a good one Howard, thanks!
>
> Am 24.10.2015 um 13:52
le per particle texture and filter it
> according to the exported object name.
>
> Thanks!
>
> frank
>
>
> On 10/25/2015 04:52 PM, Marten Blumen wrote:
>
> Quasi UDIMs will work. UVProject with an Axis node, set x to -1, to set an
> adhoc UDIM number on one pa
ay to get
> around this.
>
> Cheers,
> frank
>
>
>
> On 25/10/15 2:14 pm, Marten Blumen wrote:
>
> Can you output an .abc /obj file instead of using particles?
>
> On 25 October 2015 at 11:21, Frank Rueter|OHUfx <fr...@ohufx.com> wrote:
>
>> Haha, good idea. Th
23, 2015 at 12:00 AM, Frank Rueter|OHUfx <fr...@ohufx.com>
> wrote:
>
>> I did, but I'm using Vray and that seems to get confused when there is a
>> FrameHold after the ParticleCache node
>>
>>
>> On 10/23/2015 07:28 PM, Marten Blumen wrote:
>>
>> T
Try using a Frame Hold
On 23 October 2015 at 18:10, Frank Rueter|OHUfx wrote:
> HI all,
>
> has anybody had any luck with using the particle cache for a single frame?
> I have about 2000 frames and need static particles, so I generated a
> single particle cache file (from a
FWIW SmartPaint™ has been reworked for Nuke 10(?). Previewed at Siggraph
"The Foundry Research - Challenges of a fast moving industry."
https://vimeo.com/136502760
On 16 September 2015 at 17:13, Randy Little wrote:
> Paint isn't important who paints. sarcasim. I had
dah...@gmx.de wrote:
Because you can be specific about what you want to delete? Instead of
letting an algorithm decide.
Am 15.05.2015 um 04:46 schrieb Marten Blumen:
What's the advantage of selecting/deleting 3d points? just use the
RMS/Track Error slider to set the threshold
everyone for
clarifying, and I will forward this on to the Foundry.
-n
On Thu, May 14, 2015 at 11:25 PM, Marten Blumen mar...@gmail.com wrote:
Just select them in 2d and delete ya.
Steps are: Track, solve, create linked camera, tab key -select camera
and
lock 3d camera -top red icon
Nice Frank! Making the Viewer full-screen and hiding the stroke list brings
it back to full speed- OsX 10.10.3, Gtx980. 9.05
On 15 May 2015 at 04:57, Frank Harrison fr...@thefoundry.co.uk wrote:
Hey all,
One other contributing issue is having the CurveTreeWidget visible, so if
you shrink the
What's the advantage of selecting/deleting 3d points? just use the
RMS/Track Error slider to set the threshold on the AutoTracks tab. bad ones
go red - delete them...
On 15 May 2015 at 07:28, Daniel Hartlehnert dah...@gmx.de wrote:
Unfortunately nothing. It doesn't work that way. It could be so
http://flowbox.io
On 29 April 2015 at 10:07, Gustaf Nilsson gus...@laserpanda.com wrote:
After Effects! oh, hang on...
On Tue, Apr 28, 2015 at 10:26 PM, Chris Noellert cnoell...@gmail.com
wrote:
What competes with Nuke?
On Apr 28, 2015, at 2:21 PM, Diogo Girondi diogogiro...@gmail.com
IMO Adobe brings nothing to the table, except cash, in this transaction.
On 27 April 2015 at 12:08, Randy Little randyslit...@gmail.com wrote:
Yes but what happens to all the technology trade deals. Katana and Nuke
trade, Weta deals with Mari etc... What obstacles do those pose for
Do you have an example where 100% opaque front pixels don't drop samples?
Just ran a quick test and it appeared to do that automatically in Nuke 9.05
when using DeepToPoints post Scanline.
There are hidden DeepDeOverlap, DeepOmit Deep Clip Z nodes available
after updating that may try to do
Re: Nuke Notebook.
A good idea is to use the Toolsets to hold preset node setups too. It's the
spanner icon in the toolbar-Create
That saves a script of selected nodes into your ~/.nuke/ToolSets folder
automgically available to all your Nuke sessions on-demand.
On 20 April 2015 at 15:23, Rich
Perhaps the new Raytracer renderer that Jon showed at the NAB tech preview
will do it properly. Could be worth asking Foundry HQ...
On 16 April 2015 at 20:30, Pat Wong patwon...@gmail.com wrote:
Managed to get the six pack working... But had issues with the edge of
frame for the motion
g...@corestudio.com wrote:
On Apr 16, 2015, at 1:56 AM, Marten Blumen mar...@gmail.com wrote:
Perhaps the new Raytracer renderer that Jon showed at the NAB tech preview
That what with the how and the when?!?
Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
eh? what's your metric to claim that roto paints are much faster and
smaller memory footprint.
Using Nuke 9.04 nuke.startPerformanceTimers() shows the same memory and
cpu usage.
Both nodes have a equal values on a 4K/100frame test: 5.22MB, cpu=9423ms
On 1 April 2015 at 20:26, Daniel
Where's the overhead? Info on a roto node and rotopaint both says
'Total Memory Usage: 0B'
On 1 April 2015 at 11:08, Randy Little randyslit...@gmail.com wrote:
huh? output can be whatever you tell it. Pre-Multiply is directly
under output. Set output to none and premult to RGBA and you
Not sure for Nuke Studio, but NukeX9.04 now runs fine. Gtx980/OsX 10.10.2
On 17 March 2015 at 08:39, jean-luc jlaz...@gmail.com wrote:
Is anyone running NukeStudio on Yosemite? It's still unsupported on the
Foundry website but I assume you would have to run it on Yosemite when you
buy a new
iMac's can be very fast, the main caveat is when you need to replace the
hard drive, it gets a bit crazy, or costly with a repair shop.
27-inch iMac (2012-2013) Hard Drive Installation Video
AMD on OsX is currently specific for the trash-can Mac for GPU
acceleration. i.e. an AMD 7950 card won't give GPU acceleration. A request
has been made for more AMD acceleration support.
On 15 February 2015 at 19:26, Gary Jaeger g...@corestudio.com wrote:
We have a bunch of them. They work
Gtx980 runs well - On OsX you need to manually install Cuda Driver 6.5.46
On 12 February 2015 at 06:32, Mads Lund madshl...@gmail.com wrote:
I run a GTX980 4gig on my Nuke Studio supervisor machine, and it performs
quite well.
On Wed, Feb 11, 2015 at 5:09 PM, Randy Little
Add Stack Exchange style voting/answered/comments functionality to the
*new* forums please.
On 5 February 2015 at 08:39, John RA Benson j...@illum-mg.fr wrote:
Hey all - does it really matter if:
we get the email
we reply to the email and everyone gets it.
the 'community' gets the email
2 options will do the trick: PolyTools AtomKraft
http://greyangle.com/nuke/docs/geometry/PolySubdivide.htm
https://atomkraft.hk/docs/atomkraft/nuke/html/AtomTagGeo/index.html
On 17 April 2013 08:36, Elias Ericsson Rydberg
elias.ericsson.rydb...@gmail.com wrote:
From what I understand OP is
Super fast displacements; that's the one feature I got AK for. Now it's my
first stop for ambient occlusions, reflections, RSL shaders etc. Once you
arm Nuke with AK, there's no going back ;)
Very happy to do more in Nuke, less in 3d packages.
On 13 April 2013 17:04, Martin Constabe
just add to ~/.nuke/uistate.ini
[ColorPicker]
ShownColorSpaces\RGB=true
ShownColorSpaces\HSV=true
ShownColorSpaces\TMI=true
ShownColorSpaces\Wheel=true
ShownColorSpaces\Swatches=true
Dynamic=false
On 12 April 2013 02:12, Martin Constabe jackyoungbl...@me.com wrote:
A bug? I thought it was a
It's very easy in Nuke 7.
Set the output mask to a channel in the Shadows tab of a light.
Add a Phong and FillMat shader to your shadow-catching geometry.
I've attached a sample scene.
[image: Inline images 3]
image.png
shadowtesting.nk
Description: Binary data
Yes - see the attached graphic.
For the Scanline set the AntiAliasing to High Multi-samples to 20 or 30
I prefer AtomKraft as you get motion blur for free as well as alias-free
silhouette edges: https://atomkraft.hk/
Perhaps different shaders? Tune the internal renderer?
[image: Inline
You can't edit or inset a Write node in Assist.. just keep a text-editor
handy and insert or modify the Write node there, then send it the render
node.
I know you can't render from Nuke assist but can't you set up the write
and the send to a farm?
___
Try the paintbrush in the RotoPaint node. You can then adjust/modify the
the points using the Select Points tool.
On 10 April 2013 06:24, satish rekapalli rekapallisat...@gmail.com wrote:
hi,
I need to know how to draw open poly shape in Nuke for wispy hair.
--
**
Regards,*
for grading; back to the basics. i.e. use Constant Merge nodes etc
set cut_paste_input [stack 0]
version 7.0 v6
Constant {
inputs 0
channels rgb
color 1
name Constant1
selected true
xpos -363
ypos 35
}
Constant {
inputs 0
channels rgb
color 0.375
name Constant2
selected true
xpos
My tests show that by itself shouldn't produce these large-block
artefacts
What is the workflow? Are you decoding the QT directly in Nuke or is it
converted in-between. Which platform and quicktime version etc.
On 30 March 2013 05:43, Howard Jones mrhowardjo...@yahoo.com wrote:
It was
a moving car
windscreen on from an environment hdr or a cube..
I suspect the env light would do what i want but i just cant to get the
precise look and action from the reflection off the environment light im
desiring..
On 26 March 2013 20:10, Marten Blumen mar...@gmail.com wrote:
would
is the camera static? reflections wont move if it is. just rotate your
environment light to add dramatic movement.
use a lat long
On 28 March 2013 04:48, Pat Wong patwon...@gmail.com wrote:
hey deke. ive got shaders yes. a phong on my card.. seems to work ok.
im not sure if I plug a lat
Agreed. here's a test comparing Scanline Environment lights, and AK
raytracing with a skydome.
Can you get the same effect using the ReflectMat?
On 28 March 2013 10:11, Jonathan Egstad jegs...@earthlink.net wrote:
I want the sky to wizz past. the card is moving in the scene in z space.
but
I've never seen Alexa footage that does that
On 28 March 2013 12:56, Igor Majdandzic subscripti...@badgerfx.com wrote:
Hey guys,
we got footage from a shoot with Alexa being the camera. It was shot in
ProRess 444. The problem is: The picture has some artifacts which confuse
me the
J_Ops has an J_GotSomeID node that should work.
http://www.nukepedia.com/plugins/other/j_ops/
On 26 March 2013 13:44, Diogo Girondi diogogiro...@gmail.com wrote:
I share Deke's experience with ID passes. I always go with standard (RGBA)
mattes.
On Mon, Mar 25, 2013 at 1:40 PM, Deke
Out of interest what format is your standard 3d cache in?
On 26 March 2013 20:24, Pat Wong patwon...@gmail.com wrote:
ive just found this online from somebody ... but cant seem to get it the
tree to work , anybody tried this before?
would this work?
http://www.nukepedia.com/3d/in-3dmirror/
On 27 March 2013 15:59, Pat Wong patwon...@gmail.com wrote:
well at the moment it just a standared nuke 3d scene. but im guessing it
will be a baked out alembic or obj..
On 26 March 2013 18:07, Marten Blumen mar...@gmail.com wrote
desiring..
On 26 March 2013 20:10, Marten Blumen mar...@gmail.com wrote:
would this work?
http://www.nukepedia.com/3d/in-3dmirror/
On 27 March 2013 15:59, Pat Wong patwon...@gmail.com wrote:
well at the moment it just a standared nuke 3d scene. but im guessing it
will be a baked out
I had a play -this should do it:
On 27 March 2013 16:30, Marten Blumen mar...@gmail.com wrote:
yup that is will be tough with the built-in. Last shot:
http://www.nukepedia.com/plugins/other/envreflection/
On 27 March 2013 16:22, Pat Wong patwon...@gmail.com wrote:
ive tried without too
You'll have to run the script on Linux or Os X
On 7 March 2013 10:53, Noggy nuke-users-re...@thefoundry.co.uk wrote:
**
marty b, How would I do that in Windows?
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk,
set occlusion mode to 'none' in Project3d1 and it will work
On 7 March 2013 07:06, tk421storm nuke-users-re...@thefoundry.co.uk wrote:
**
Sorry! Thanks for attempting to take a look. I've been migrating my server
to linux, and hadn't got the webserver setup yet. It should be available
now.
Can you upload a frame of the velocity pass so we can have a look?
On 20 March 2013 06:44, Peter Hartwig peter.hart...@gmail.com wrote:
I just get a Black Frame when i pop the velocity pass into the motionblur
node. It works when i use vectorblur but i would like to use gpu
acceleration
Just tested AtomKraft for this and it works. Sounds like you need to
upgrade ;)
On 14 March 2013 03:42, Gustaf Nilsson gus...@laserpanda.com wrote:
Dont get me started on deep! ;) Since Nukes scanline renderer cannot
render deep(!?!), you have to create a single scanline renderer for every
Use AtomKraft. Load the Abc particles in AtomReadGeo- set it to load as
particles, add an AtomTagGeo- set it to card.
Render with AtomRender.
[image: Inline images 1]
On 12 March 2013 00:38, Ari Rubenstein a...@curvstudios.com wrote:
Deke
If I intuit correctly... That'll just have 'nuke'
I've enquired about Abc files holding particle data, i.e. size velocity etc
and I think I've a feature request at Foundry to do this but it's not part
of the the Alembic spec. I hope that Partio will be included in Nuke in the
future as it seems to be the file spec that should do everything we
I tried to test your script but it didn't download. Can you re-upload.
On 28 February 2013 04:26, tk421storm nuke-users-re...@thefoundry.co.ukwrote:
**
no one else have this error? could someone checkout the project file and
see if the error is repeatable?
huh. a big company is relying on Nuke for it's 3d lighting system and
hasn't thoroughly quality assured it?!?
a big company
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
Make sure you send bugs and feedback into Foundry, it's the way software
becomes good.
IT HAS TO JUST WORK.
Unfortunate all software has problems; I've never had any software all
'just work'. I upgraded the 3d system to AtomKraft to take care of issues;
AK is what Nuke's 3d system will be in a
more challenging, since the glacier and rocks have a ton of craggy
detail, but maybe I can cheat (a lot)! ;^)
Thanks,
Rich
On Feb 27, 2013, at 2:48 PM, Marten Blumen mar...@gmail.com wrote:
Mesh edge clipping is normal - you can use GreyAngle's Polytools,
PolyEdit to extend the edges
You can use VectorBlur after the Scanline to add more motion blur, this
smoothes the 60/70 samples 'limit'.
Page 444 of the Nuke 7.04 User Guide explains it well - 'Adding Motion Blur
Using VectorBlur'
On 2 March 2013 03:26, Gustaf Nilsson gus...@laserpanda.com wrote:
Hi
seems like the max
objects
Thanks, G
On 1 Mar 2013 19:25, Marten Blumen mar...@gmail.com wrote:
You can use VectorBlur after the Scanline to add more motion blur, this
smoothes the 60/70 samples 'limit'.
Page 444 of the Nuke 7.04 User Guide explains it well - 'Adding Motion
Blur Using VectorBlur'
On 2 March
What's the weakest part of the 3d system? What are you trying to achieve
that you can't?
You can extend it pretty well with plug-ins like PolyTools, Dynamic's, JOps
etc
I do agree though. Nukes scanline renderer (everything 3d, really) is
pretty useless.
On Feb 27, 2013, at 2:48 PM, Marten Blumen mar...@gmail.com wrote:
Mesh edge clipping is normal - you can use GreyAngle's Polytools,
PolyEdit to extend the edges.
http://greyangle.com/nuke/docs/geometry/PolyEdit.htm
On 28 February 2013 08:08, Rich Bobo richb...@mac.com wrote:
Hey all
, since it's the first time I've used it and there is very
little documentation on the web site…
Thanks,
Rich
On Feb 28, 2013, at 2:47 PM, Marten Blumen mar...@gmail.com wrote:
Model Builder can't edit pre-created meshes. PolyTools can!
On 1 March 2013 08:41, Rich Bobo richb...@mac.com wrote
It would be cool if there was a way to convert a mesh to ModelBuilder mesh.
Deke?
I think what I will try next is to see how hard it might be to use my
original mesh as a reference in ModelBuilder and make a new one from
scratch. That way, I'll be able to continue to tweak it in ModelBuilder...
Mesh edge clipping is normal - you can use GreyAngle's Polytools, PolyEdit
to extend the edges.
http://greyangle.com/nuke/docs/geometry/PolyEdit.htm
On 28 February 2013 08:08, Rich Bobo richb...@mac.com wrote:
Hey all,
I've finally had a chance to start messing around with the new
1 - 100 of 275 matches
Mail list logo