Re: [Nuke-users] deep masking
It's more difficult than it initially seems.. The obvious thing is to use the DeepMerge set to holdout to punch a hole in your A input, invert the matte and punch the inverse hole in the B input.. but when you merge these you get the dark fringing where your matte is semi-transparent, which is the same problem solved by adding the two images together, or using the disjoint-over ..but, you inherently cannot do that with deep samples - when the deep image is flattened, all the samples for a pixel are over'd. There is a DeepKeyMix gizmo on Nukepedia, but it is very destructive - it flattens the image with DeepToImage, applies a regular KeyMix and then uses the DeepRecolour.. which is probably okay if you are only rendering deep-opacity, but bad if you are rendering deep-RGB. I had a rough idea of how to write a plugin to mix between two deep images, but haven't got around to implementing it.. so.. there might be some other fundamental flaw in the approach, but.. For two inputs A and B: If all the samples are at the same depth in both A and B, easy, the output samples are a simple mix between each sample of A and B. This is the case for, say, keymixing in a DeepColorCorrect (where only the existing sample values will be changed) If the samples are not aligned, things are more complicated (e.g mixing two separate renders). For each sample you need to make a corresponding sample at the same depth in the other image, by interpolating between the nearest two samples. In other words, if you have two images like this: A samples: empty empty red empty black B samples: empty empty blue blue blue 1) For first two empty samples, nothing is done 2) For the A:red and B:blue sample pair, output sample is a simple mix 3) For the A:empty and B:blue sample pair, insert a sample in A which is a mix between the red and black samples. Then mix between that and B's blue sample I think the case which would cause artefacts is when your samples have large distance-gaps between them: like keymixing between a foreground tree and the sky - the process of creating the new samples will create tree coloured samples at the sky depth and vice-versa - Ben On 17/06/14 12:40, Frank Rueter|OHUfx wrote: Hi peeps, I'm just trying to figure out how to merge two deep images based on a deep mask channel, without getting fringing. Been playing with DeepExpression but don't know if I can reference samples in there (the documentation is rather sparse to say the least). Basically I need a true, volumetric DeepKeyMix. Any ideas? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com*vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users 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
[Nuke-users] Nuke to After Effects exporter (script available)
Hi all, this comes up on the list every now and then, so I thought I'd share a script I've written awhile ago. The script will export 3d nodes (camera/card/axis) from Nuke, and convert them to camera/solid (3d)/null layers in After Effects. Note that the script isn't production tested at all, and mostly tested on windows. If you encounter any bugs, let me know. Find the script here (among with some other tools): http://bjorkvisuals.com/tools/the-foundrys-nuke Cheers! --- Simon Björk Compositor/TD +46 (0)70-2859503 www.bjorkvisuals.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] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
Curious if anyone has heard any update on this issue? (Nuke glibc crashing, not Skype ;) ). Still getting incessant crashing with latest 8.0v5, to the point where it can be opening a script and touching anything causes a crash. On 14-05-03 07:21 PM, Frank Rueter|OHUfx wrote: Skype is usually too busy breaking itself :-D I have had skype installed on my linux box ever since I set it up and it never seemed to cause any troubles. On 5/4/14, 12:04 AM, Howard Jones wrote: I have no idea unless it installs something conflicting with nuke. But our centos / nuke 8.0v3 installs are working fine. Just hopjng adding skype wont break anything. Howard On 3 May 2014, at 04:14 am, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Out if interest do you have skype installed. (We're about to) I do. Will that interfere with Nuke? :) On 5/2/14, 8:09 PM, Howard Jones wrote: We're running Nuke 8.03 on centos fine here. Our systems are quite bareboned. Out if interest do you have skype installed. (We're about to) Howard On 2 May 2014, at 03:07 am, Matt Griffithmgriff...@mechnology.com wrote: Frank, Yeah, I've been getting crashes like that with all the 8.0 (including 8.0v4) on CentOS (6.5). Thinking about rolling back to Nuke 7 here too. Cheers! -Matt On 14-05-01 06:20 PM, Patrick Heinen wrote: Hey Frank, I'm starting to get the same error over here Nuke 7v10 though and under CentOS. Did you hear back from support yet? cheers, Patrick Frank Rueter|OHUfx wrote on 21.04.2014 18:45: Hi all, I am using Nuke 8.0v4 on Kubuntu 12.10 and keep getting the ol' glibc error every few mouse clicks: *** glibc detected *** Nuke8.0: double free or corruption (fasttop): 0x08db7ed0 *** I used to use Nuke 7 just fine on the same machine and the crashes are so frequent that Nuke 8 is practically unusable on my linux box and I am considering rolling back to 7. I have contacted support and they are looking into it, but I was wondering if anybody else seeing this issue? Cheers, frank -- vfx compositinghttp://ohufx.com/index.php/vfx-compositing | workflow customisation and consultinghttp://ohufx.com/index.php/vfx-customising ___ Nuke-users 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 -- ohufxLogo_50x50.png http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users 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] Importing SLOG 3 MXF files into Nuke
Hullo JC... Current show we're using slog2, which we implemented via OCIO, my favourite new toy. We now read/write everything as linear, ie, no change, in nuke, and use OCIOcolorspace nodes for the space conversions before/after IO. We created an .spi lut that did the slog2 conversion from a python script provided by the ocio guys, who happen to be mostly Sony Imageworks.. Config of ocio takes a little playing, but once you have it it's very handy tool. Now we can just tell compositors it's log and not which log, as there's a different ocio.conf for each project. Big plus.. oiiotool will use the same colour space conversions, so you can convert between formats and colour states in pure open source land. ftw. Oh.., having someone happy to hit the makefiles helps. But nuke internally supports ocio so no tedious linking too big close-source involved. Cheers, r. http://opencolorio.org/ https://sites.google.com/site/openimageio/home http://cinematiccolor.com/ On 17 June 2014 07:10, John Coldrick john.coldr...@gmail.com wrote: In our never-ending quest to be forced to work with every file format and colourspace known to humanity, we need to pull these plates in. We sort of have a path for the MXF file format(albeit a bit shaky and thus questionable), but I was curious if anyone has a path for colourspace conversion from SLOG3 to linear/some known space? I know it's not currently available directly in Nuke but curious if anyone knows a solution? Thanks! J.C. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- VFX Supervisor Cutting Edge ___ Nuke-users 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] Importing SLOG 3 MXF files into Nuke
Ah cool, thanks Deke, I just needed a clear path - no heavy lifting required. :) Yeah, Rangi, OCIO is definitely on our list! Cheers guys... J.C. On Tue, Jun 17, 2014 at 5:10 AM, Rangi Sutton rsut...@cuttingedge.com.au wrote: Hullo JC... Current show we're using slog2, which we implemented via OCIO, my favourite new toy. We now read/write everything as linear, ie, no change, in nuke, and use OCIOcolorspace nodes for the space conversions before/after IO. We created an .spi lut that did the slog2 conversion from a python script provided by the ocio guys, who happen to be mostly Sony Imageworks.. Config of ocio takes a little playing, but once you have it it's very handy tool. Now we can just tell compositors it's log and not which log, as there's a different ocio.conf for each project. Big plus.. oiiotool will use the same colour space conversions, so you can convert between formats and colour states in pure open source land. ftw. Oh.., having someone happy to hit the makefiles helps. But nuke internally supports ocio so no tedious linking too big close-source involved. Cheers, r. http://opencolorio.org/ https://sites.google.com/site/openimageio/home http://cinematiccolor.com/ On 17 June 2014 07:10, John Coldrick john.coldr...@gmail.com wrote: In our never-ending quest to be forced to work with every file format and colourspace known to humanity, we need to pull these plates in. We sort of have a path for the MXF file format(albeit a bit shaky and thus questionable), but I was curious if anyone has a path for colourspace conversion from SLOG3 to linear/some known space? I know it's not currently available directly in Nuke but curious if anyone knows a solution? Thanks! J.C. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- VFX Supervisor Cutting Edge ___ Nuke-users 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 masking
If all the samples are at the same depth in both A and B, easy, the output samples are a simple mix between each sample of A and B. This is the case for, say, keymixing in a DeepColorCorrect (where only the existing sample values will be changed) I managed to get a deep volumetric keymix working using the basic scenario Ben is describing with deep holdouts - one with the mask and the other with the inverse mask, then deep merging them together. Typically I used this when creating a deep Pmatte then using that as a deep keymix for a deep colorcorrect/grade. And yes it was extremely useful. I'll have to revisit the specifics though because like Ben says I think there was some additional work required to get rid of fringing issues which since I have yet to write a plug-in, was achieved with deep expressions (hello hackiness). This was specific to Mantra. I have yet to extensively use the deep output from other renderers but I believe Mantra's deep output has it's quirks and what I did may not translate exactly to another renderer. Also we were working a fair bit with full deep rgb output which can make things a lot cleaner, although we did fall back to deep opacity/recolor in some cases as deadlines approached and still got an acceptable result. Cheers, Michael On 17 June 2014 02:09, Ben Dickson ben.dick...@rsp.com.au wrote: It's more difficult than it initially seems.. The obvious thing is to use the DeepMerge set to holdout to punch a hole in your A input, invert the matte and punch the inverse hole in the B input.. but when you merge these you get the dark fringing where your matte is semi-transparent, which is the same problem solved by adding the two images together, or using the disjoint-over ..but, you inherently cannot do that with deep samples - when the deep image is flattened, all the samples for a pixel are over'd. There is a DeepKeyMix gizmo on Nukepedia, but it is very destructive - it flattens the image with DeepToImage, applies a regular KeyMix and then uses the DeepRecolour.. which is probably okay if you are only rendering deep-opacity, but bad if you are rendering deep-RGB. I had a rough idea of how to write a plugin to mix between two deep images, but haven't got around to implementing it.. so.. there might be some other fundamental flaw in the approach, but.. For two inputs A and B: If all the samples are at the same depth in both A and B, easy, the output samples are a simple mix between each sample of A and B. This is the case for, say, keymixing in a DeepColorCorrect (where only the existing sample values will be changed) If the samples are not aligned, things are more complicated (e.g mixing two separate renders). For each sample you need to make a corresponding sample at the same depth in the other image, by interpolating between the nearest two samples. In other words, if you have two images like this: A samples: empty empty red empty black B samples: empty empty blue blue blue 1) For first two empty samples, nothing is done 2) For the A:red and B:blue sample pair, output sample is a simple mix 3) For the A:empty and B:blue sample pair, insert a sample in A which is a mix between the red and black samples. Then mix between that and B's blue sample I think the case which would cause artefacts is when your samples have large distance-gaps between them: like keymixing between a foreground tree and the sky - the process of creating the new samples will create tree coloured samples at the sky depth and vice-versa - Ben On 17/06/14 12:40, Frank Rueter|OHUfx wrote: Hi peeps, I'm just trying to figure out how to merge two deep images based on a deep mask channel, without getting fringing. Been playing with DeepExpression but don't know if I can reference samples in there (the documentation is rather sparse to say the least). Basically I need a true, volumetric DeepKeyMix. Any ideas? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com*vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users 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 ___ Nuke-users 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] exr2 tool to copy channels?
Yes that would be really useful, as long as we are still limited to working in a single multichannel stream for deep images in Nuke. On 17 June 2014 01:54, Frank Rueter|OHUfx fr...@ohufx.com wrote: Hi all, since we still don't have a DeepCopy node in the default Nuke dist, does anybody know if there are open source tools to combine exr2 images/channels? Cheers, frank -- [image: ohufxLogo 50x50] http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | workflow customisation and consulting http://ohufx.com/index.php/vfx-customising * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke to After Effects exporter (script available)
That looks very cool Simon, thanks! On Tue, Jun 17, 2014 at 12:36 AM, Simon Björk si...@bjorkvisuals.com wrote: Hi all, this comes up on the list every now and then, so I thought I'd share a script I've written awhile ago. The script will export 3d nodes (camera/card/axis) from Nuke, and convert them to camera/solid (3d)/null layers in After Effects. Note that the script isn't production tested at all, and mostly tested on windows. If you encounter any bugs, let me know. Find the script here (among with some other tools): http://bjorkvisuals.com/tools/the-foundrys-nuke Cheers! --- Simon Björk Compositor/TD +46 (0)70-2859503 www.bjorkvisuals.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 -- Gary Jaeger // Core Studio 249 Princeton Avenue Half Moon Bay, CA 94019 650 728 7060 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] deep masking
Thanks Michael! I think I got reasonably close with my expression hackiness yesterday and with a little help from somebody else we got even closer (basically by doing the soft part of the mask in flat image space). Hopefully we are good to go now. On 18/06/14 3:25 am, Michael Garrett wrote: If all the samples are at the same depth in both A and B, easy, the output samples are a simple mix between each sample of A and B. This is the case for, say, keymixing in a DeepColorCorrect (where only the existing sample values will be changed) I managed to get a deep volumetric keymix working using the basic scenario Ben is describing with deep holdouts - one with the mask and the other with the inverse mask, then deep merging them together. Typically I used this when creating a deep Pmatte then using that as a deep keymix for a deep colorcorrect/grade. And yes it was extremely useful. I'll have to revisit the specifics though because like Ben says I think there was some additional work required to get rid of fringing issues which since I have yet to write a plug-in, was achieved with deep expressions (hello hackiness). This was specific to Mantra. I have yet to extensively use the deep output from other renderers but I believe Mantra's deep output has it's quirks and what I did may not translate exactly to another renderer. Also we were working a fair bit with full deep rgb output which can make things a lot cleaner, although we did fall back to deep opacity/recolor in some cases as deadlines approached and still got an acceptable result. Cheers, Michael On 17 June 2014 02:09, Ben Dickson ben.dick...@rsp.com.au mailto:ben.dick...@rsp.com.au wrote: It's more difficult than it initially seems.. The obvious thing is to use the DeepMerge set to holdout to punch a hole in your A input, invert the matte and punch the inverse hole in the B input.. but when you merge these you get the dark fringing where your matte is semi-transparent, which is the same problem solved by adding the two images together, or using the disjoint-over ..but, you inherently cannot do that with deep samples - when the deep image is flattened, all the samples for a pixel are over'd. There is a DeepKeyMix gizmo on Nukepedia, but it is very destructive - it flattens the image with DeepToImage, applies a regular KeyMix and then uses the DeepRecolour.. which is probably okay if you are only rendering deep-opacity, but bad if you are rendering deep-RGB. I had a rough idea of how to write a plugin to mix between two deep images, but haven't got around to implementing it.. so.. there might be some other fundamental flaw in the approach, but.. For two inputs A and B: If all the samples are at the same depth in both A and B, easy, the output samples are a simple mix between each sample of A and B. This is the case for, say, keymixing in a DeepColorCorrect (where only the existing sample values will be changed) If the samples are not aligned, things are more complicated (e.g mixing two separate renders). For each sample you need to make a corresponding sample at the same depth in the other image, by interpolating between the nearest two samples. In other words, if you have two images like this: A samples: empty empty red empty black B samples: empty empty blue blue blue 1) For first two empty samples, nothing is done 2) For the A:red and B:blue sample pair, output sample is a simple mix 3) For the A:empty and B:blue sample pair, insert a sample in A which is a mix between the red and black samples. Then mix between that and B's blue sample I think the case which would cause artefacts is when your samples have large distance-gaps between them: like keymixing between a foreground tree and the sky - the process of creating the new samples will create tree coloured samples at the sky depth and vice-versa - Ben On 17/06/14 12:40, Frank Rueter|OHUfx wrote: Hi peeps, I'm just trying to figure out how to merge two deep images based on a deep mask channel, without getting fringing. Been playing with DeepExpression but don't know if I can reference samples in there (the documentation is rather sparse to say the least). Basically I need a true, volumetric DeepKeyMix. Any ideas? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com*vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
Re: [Nuke-users] deep masking
On 18 June 2014 01:25, Michael Garrett michaeld...@gmail.com wrote: This was specific to Mantra. I have yet to extensively use the deep output from other renderers but I believe Mantra's deep output has it's quirks and what I did may not translate exactly to another renderer. Also we were working a fair bit with full deep rgb output which can make things a lot cleaner, although we did fall back to deep opacity/recolor in some cases as deadlines approached and still got an acceptable result. Could you go into any more depth on this (pun partially intended)? About to start looking into mantra and deep and nuke, information is thin on the ground. You're reading the .rat files natively or converting them to exr2? Any tips appreciated! ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke 8.0v3 slowdown
I have also been experiencing the viewer caching issues. I often experience the behavior where an incorrect image will get stuck in the viewer's cache, so if you are looking through a certain node on a certain frame and this happens, even if you change knobs in the viewed node, the changes won't update in the viewer. You will wonder what's happening, zoom out or go to the next frame, and then suddenly see the changes you made take effect again. Then if you come back to the original frame, the stuck cache will still be displaying. Sometimes this happens with scanlines too, so if you are zoomed out and calculate the view, you then zoom in and change some knob values, and then the scanlines that were calculated when you were zoomed out won't update, but the new scanlines that were calculated after you zoomed in will calculate. Needless to say this is very annoying, and seems to happen mostly in heavier scripts, and perhaps more when working of of network storage over an nfs mount. I have noticed increased memory usage inefficiency and DAG slowdown in heavier scripts also. One recent example was a pretty big shot that had a ton of nodes. It was getting to the point in Nuke 8.0v4 where just navigating the node graph and opening control panels would cause beachballing and freezing, stalling, and pretty common crashes. The script wasn't using any Nuke8 specific nodes, so I went back to Nuke 7.0v10 for this shot and things were fast and stable and interactive again. Just circumstantial experiences, but hopefully the situation improves soon! On Mon, Jun 16, 2014 at 2:16 PM, Diogo Girondi diogogiro...@gmail.com wrote: Hi Ari, Even though my problems weren't with the DAG but with stability and memory management in general I have to say that I've noticed the very same thing when I went from 7 to 8.0v#. In 8.0v4 things got a little better and in 8.0v5 things seem to have returned to where v3 was. 8.0v5 just like v3 constantly hangs and usually quits out of the blue when it hits the last frame on QuickTime renders. The problem is less noticeable when working with DPX, R3D or other formats. I also had huge issues when using AtomKraft in 8.0v3 compared to 7, got better in 8.0v4 but I'm yet to test in 8.0v5. I'm also having some Viewer cache issues in v5 that I didn't had in Nuke for quite a while. But I'm pretty sure my computer isn't helping either, tabula rasa time I guess. cheers, Diogo On Mon, Jun 16, 2014 at 4:02 PM, Ari Rubenstein a...@curvstudios.com wrote: We are versioning up from Nuke 7.0v6 to 8.0v3 and are encountering a significant slowdown. There is a basic template we use to start shot production. In this template there are groups with some complexity within. It seems by deleting these groups (FYI, there are no external calls from the groups (ie. python, etc..) speeds up the DAG. Additional complexity slows it down considerably in 8.0v3 as compared with 7.0v6. Has anyone experienced this or does 8.0v4 or v5 fix it ? Thx Ari Blue Sky Sent from my iPhone___ Nuke-users 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 to After Effects exporter (script available)
Thanks, Simon! I’ll give it a try as soon as I get a chance… 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/ A musician must make music, an artist must paint, a poet must write, if he is to be ultimately at peace with himself. What a man can be, he must be. - Abraham Maslow (1908-1970) American Psychologist On Jun 17, 2014, at 3:36 AM, Simon Björk si...@bjorkvisuals.com wrote: Hi all, this comes up on the list every now and then, so I thought I'd share a script I've written awhile ago. The script will export 3d nodes (camera/card/axis) from Nuke, and convert them to camera/solid (3d)/null layers in After Effects. Note that the script isn't production tested at all, and mostly tested on windows. If you encounter any bugs, let me know. Find the script here (among with some other tools): http://bjorkvisuals.com/tools/the-foundrys-nuke Cheers! --- Simon Björk Compositor/TD +46 (0)70-2859503 www.bjorkvisuals.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] deep masking
Sounds like you're sorted, but I found this note on the basic method I used. So you could use a flat bezier mask as you say, that is promoted to deep then used for the deep holdout. The deep image is unpremultiplied by its original deep opacity alpha and premultiplied by the new mask. Redundant deep samples are killed if they are a zero alpha value. This is achieved by moving those deep samples to behind the camera and then deep cropping them. You would do the same for the inverse, then deep merge and you should get back to your original image but you can insert a deep colour correct upstream of that deep merge to get a typical keymix effect. On 17 June 2014 17:38, Frank Rueter|OHUfx fr...@ohufx.com wrote: Thanks Michael! I think I got reasonably close with my expression hackiness yesterday and with a little help from somebody else we got even closer (basically by doing the soft part of the mask in flat image space). Hopefully we are good to go now. On 18/06/14 3:25 am, Michael Garrett wrote: If all the samples are at the same depth in both A and B, easy, the output samples are a simple mix between each sample of A and B. This is the case for, say, keymixing in a DeepColorCorrect (where only the existing sample values will be changed) I managed to get a deep volumetric keymix working using the basic scenario Ben is describing with deep holdouts - one with the mask and the other with the inverse mask, then deep merging them together. Typically I used this when creating a deep Pmatte then using that as a deep keymix for a deep colorcorrect/grade. And yes it was extremely useful. I'll have to revisit the specifics though because like Ben says I think there was some additional work required to get rid of fringing issues which since I have yet to write a plug-in, was achieved with deep expressions (hello hackiness). This was specific to Mantra. I have yet to extensively use the deep output from other renderers but I believe Mantra's deep output has it's quirks and what I did may not translate exactly to another renderer. Also we were working a fair bit with full deep rgb output which can make things a lot cleaner, although we did fall back to deep opacity/recolor in some cases as deadlines approached and still got an acceptable result. Cheers, Michael On 17 June 2014 02:09, Ben Dickson ben.dick...@rsp.com.au wrote: It's more difficult than it initially seems.. The obvious thing is to use the DeepMerge set to holdout to punch a hole in your A input, invert the matte and punch the inverse hole in the B input.. but when you merge these you get the dark fringing where your matte is semi-transparent, which is the same problem solved by adding the two images together, or using the disjoint-over ..but, you inherently cannot do that with deep samples - when the deep image is flattened, all the samples for a pixel are over'd. There is a DeepKeyMix gizmo on Nukepedia, but it is very destructive - it flattens the image with DeepToImage, applies a regular KeyMix and then uses the DeepRecolour.. which is probably okay if you are only rendering deep-opacity, but bad if you are rendering deep-RGB. I had a rough idea of how to write a plugin to mix between two deep images, but haven't got around to implementing it.. so.. there might be some other fundamental flaw in the approach, but.. For two inputs A and B: If all the samples are at the same depth in both A and B, easy, the output samples are a simple mix between each sample of A and B. This is the case for, say, keymixing in a DeepColorCorrect (where only the existing sample values will be changed) If the samples are not aligned, things are more complicated (e.g mixing two separate renders). For each sample you need to make a corresponding sample at the same depth in the other image, by interpolating between the nearest two samples. In other words, if you have two images like this: A samples: empty empty red empty black B samples: empty empty blue blue blue 1) For first two empty samples, nothing is done 2) For the A:red and B:blue sample pair, output sample is a simple mix 3) For the A:empty and B:blue sample pair, insert a sample in A which is a mix between the red and black samples. Then mix between that and B's blue sample I think the case which would cause artefacts is when your samples have large distance-gaps between them: like keymixing between a foreground tree and the sky - the process of creating the new samples will create tree coloured samples at the sky depth and vice-versa - Ben On 17/06/14 12:40, Frank Rueter|OHUfx wrote: Hi peeps, I'm just trying to figure out how to merge two deep images based on a deep mask channel, without getting fringing. Been playing with DeepExpression but don't know if I can reference samples in there (the documentation is rather sparse to say the least). Basically I need a true, volumetric DeepKeyMix.