Re: [Nuke-users] AtomKraft/Nuke 1.1 + Free Beer + a new website
Hey Neil, Paoloi - this windows download is not good - it freezes my pc every time. we had corrupted packages on the site, heaps sorry about that. They have been re-uploaded in the meantime. Can you d/l again and see if that makes the installation work? If not, please report back with a detailed description of where installation fails for you to supp...@jupiter-jazz.com .mm ___ Nuke-users 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] AtomKraft/Nuke 1.1 + Free Beer + a new website
Neil, - I'm on win 7 premium edition 64 bit all updates and service packs up to date - I even tried using mac to download the exe and that has same problem - the file »freezes the pc does it freeze immediately when you start the setup or does it freeze after pressing Next on a particular page of the setup? .mm ___ Nuke-users 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 do i get nuke to say Render Complete
hellp again i tried doing this: nuke.knobDefault('Write.afterRender','renderCompletePanel()') put this in my menu.py but nothing happens??? obviously i am doing something wrong p.s. im working on a windows platform... ___ Nuke-users 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 do i get nuke to say Render Complete
I put mine in the init.py This works here nuke.knobDefault('Tracker.label','([value transform] | ref fr[value reference_frame])') so if you can get this to work you at least now that bits ok. (will put info into the label of any tracker nodes) Howard From: Khushnum kfchi...@tataelxsi.co.in To: nuke-users@support.thefoundry.co.uk Sent: Tuesday, 3 April 2012, 13:16 Subject: Re: [Nuke-users] how do i get nuke to say Render Complete hellp again i tried doing this: nuke.knobDefault('Write.afterRender','renderCompletePanel()') put this in my menu.py but nothing happens??? obviously i am doing something wrong p.s. im working on a windows platform... ___ Nuke-users 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] When oh when
Bill, What kind of pipeline tools did you have in mind? Like a send to maya or send to nuke conversion tool set? I'm sure every studio represented here has built anim and Cam i/o tools, and asset management tools. Community developed tools would be pretty awesome. Ryan On Apr 1, 2012 12:43 AM, Bill Gilman billgil...@yahoo.com wrote: When are we all going to just get together and build a damn industry standard set of pipeline tools gluing the already standard packages (Nuke, Maya, AE, 3dMax, Flame, Deadline, Shotgun, RV, etc)? I thought of doing a Kickstarter campaign to raise $15K to build something for free dissemination to people who contribute, and for a fee to those who don't. But what would that something be? Ideas?___ Nuke-users 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 do i get nuke to say Render Complete
Put this in init.py def renderCompletePanel(): nuke.message(%s completed % nuke.thisNode().name()) nuke.knobDefault('Write.afterRender','renderCompletePanel()') I just to make sure it won't failed on the renderfarm, you could do this: def renderCompletePanel(): if nuke.GUI: nuke.message(%s completed % nuke.thisNode().name()) nuke.knobDefault('Write.afterRender','renderCompletePanel()') On Tue, Apr 3, 2012, at 17:46, Khushnum wrote: hellp again i tried doing this: nuke.knobDefault('Write.afterRender','renderCompletePanel()') put this in my menu.py but nothing happens??? obviously i am doing something wrong p.s. im working on a windows platform... ___ Nuke-users mailing list [1]Nuke-users@support.thefoundry.co.uk, [2]http://forums.thefoundry.co.uk/ [3]http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke- users References 1. mailto:Nuke-users@support.thefoundry.co.uk 2. http://forums.thefoundry.co.uk/ 3. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Hugo Léveillé TD Compositing, Vision Globale hu...@fastmail.net ___ Nuke-users 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 tabs at start
Hi IMPORTANT: this work only if you have Nuke 6.3v4 or later with PySide i've put a code here : https://gist.github.com/99d41786f1dc5f1b729c source it then you can execute this function hideAllViewerQtInfosWidgets() this hide all the tab of ALL opened Viewers ;) and you can add it to the Properties contextual menu of viewerMenu = nuke.menu(Viewer) viewerMenu.addSeparator() viewerMenu.addCommand(Hide all Qt Infos Widgets, hideAllViewerQtInfosWidgets) this is a kind of Nuke hack... so be carefull with it ;) matthieu. On Thu, Mar 29, 2012 at 2:22 PM, KiboOst nuke-users-re...@thefoundry.co.uk wrote: Hi, ok a very simple 'stupid' thing but days after days it start to be really boring. I have a template at startup, layout etc all ok, but a little thing I can't get to set automatically and I must do it manually each time I load nuke. In the viewer, the tab with f/8, roi, lut etc is allways opened. I would like to have it retracted by default, because then with my layout I can middle click on the viewer and have my frame at 100%. So is there a line script I can add in menu.py to retract this tab and have viewer at 100% ? See files for more wordless explications Thks Kib RD/Technical Director | www.kreaction.com i7 3930K, 16Gb, GTX 580 3Go, SSD cache, win 7 pro x64 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Matthieu Cadet Compositor Artist TD, nWave Digital matthieu.ca...@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] When oh when
First off, I realize how hard coming up with a tool that most people can just drag and drop into their pipelines is extremely difficult. Similarly, writing open source tools, especially for a group for whom that is not their primary job, is just an invitation to a world of hurt. (Or am I wrong in that assumption?) That's why I was thinking we should hire someone to do it. I think the most basic and lacking tool for most houses is a movie/proxy generation tool and inexpensive playback at speed. We're working on a beta version of software for the first part of this, and I've been thinking for a while about how to use an Apple TV to stream shots for review. Imagine, the pipeline copies the file to a central database, and then you just access it by dated menu or what have you. I know that various hacks exist for the Apple TV (like this), so there's that. Ideally it would be tied into Deadline and Shotgun and other off the shelf standards. I think being able to move cameras around even easier than the tools I've seen (ie. quickly, by a non-Maya user) would be up there. I know that this idea, though, is beyond my scope to manage. I've also had this idea for a while about standardizing how one describes their directory paths and naming conventions, whereby one tool could read this coordinator readable description file and know exactly where your pipeline inputs and outputs it's files, as one example. Something like this woud be incredibly useful for standardization across the industry, as it could be like openEXR, where when once the format was established people started building all kinds of tools to use it. I'll send a more detailed writeup about it to this thread. I was thinking of calling it Clutch since it kind of acts like a clutch between different sets of gears (pipelines), but that's a little to generic, for web searches and the like (I remember one programmer saying I will never again name a piece of software with a name that already exists in the world; no one can find me online!). So now I'm thinking Clatch? Kind of like coffee klatch but then maybe it's too on the nose, I just saw this definition online: http://www.thefreedictionary.com/Clatch Ideas welcome Bill On Apr 3, 2012, at 6:15 AM, Ryan O'Phelan wrote: Bill, What kind of pipeline tools did you have in mind? Like a send to maya or send to nuke conversion tool set? I'm sure every studio represented here has built anim and Cam i/o tools, and asset management tools. Community developed tools would be pretty awesome. Ryan On Apr 1, 2012 12:43 AM, Bill Gilman billgil...@yahoo.com wrote: When are we all going to just get together and build a damn industry standard set of pipeline tools gluing the already standard packages (Nuke, Maya, AE, 3dMax, Flame, Deadline, Shotgun, RV, etc)? I thought of doing a Kickstarter campaign to raise $15K to build something for free dissemination to people who contribute, and for a fee to those who don't. But what would that something be? Ideas?___ Nuke-users 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] Why Oh Why: The Idea behind CLUTCH
The Idea behind CLUTCH CLUTCH is a highly flexible descriptor for directory structures and filenames, using an open source standard to . By allowing the user to pre-describe where he wants files (and links to those files) to live on disk and how they're named, CLUTCH opens up any workflow to be faster, easier and less human-error prone. Managing the where of the pipeline means users don't need to be bothered with a full understanding of how data resides on a network, but instead just need to concentrate on their task at hand. By being able to map out a given facility or remote users' work area, translators can be built to take data from one side and move it into the correct place for the other side, or just leave it where it is and simply know how to reference it. Unlike other managed file systems, however, the directory structure is completely human readable and easy to access outside of CLUTCH-based tools, and is able to be tweaked in a central place, with the changes rippling out from the center. Attached you'll find my first draft attempt at showing a spreadsheet based approach toward defining comp scripts, renders(aka images) and elms. ClutchExample01.xlsx Description: application/vnd.openxmlformats-officedocument.spreadsheetml.sheet ___ Nuke-users 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] Why Oh Why: The Idea behind CLUTCH
on this same topic What ever happened to VFX Desktop? It just seems to have stopped Randy S. Little http://www.rslittle.com On Tue, Apr 3, 2012 at 09:58, Bill Gilman billgil...@yahoo.com wrote: The Idea behind CLUTCH CLUTCH is a highly flexible descriptor for directory structures and filenames, using an open source standard to . By allowing the user to pre-describe where he wants files (and links to those files) to live on disk and how they're named, CLUTCH opens up any workflow to be faster, easier and less human-error prone. Managing the where of the pipeline means users don't need to be bothered with a full understanding of how data resides on a network, but instead just need to concentrate on their task at hand. By being able to map out a given facility or remote users' work area, translators can be built to take data from one side and move it into the correct place for the other side, or just leave it where it is and simply know how to reference it. Unlike other managed file systems, however, the directory structure is completely human readable and easy to access outside of CLUTCH-based tools, and is able to be tweaked in a central place, with the changes rippling out from the center. Attached you'll find my first draft attempt at showing a spreadsheet based approach toward defining comp scripts, renders(aka images) and elms. ___ Nuke-users 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] Why Oh Why: The Idea behind CLUTCH
Production, probably. Isn't that why nothing ever gets finished? ;-) But that is another serious consideration if we were to actually take something on. On Apr 3, 2012, at 9:59 AM, Randy Little wrote: on this same topic What ever happened to VFX Desktop? It just seems to have stopped Randy S. Little http://www.rslittle.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] When oh when
BYW, the beta software we're using to create post movies and proxies is Thinkbox Draft. With their help, I was able to pick up enough python to create our own template for creating post movies and proxies pretty quickly. For someone who actually knows python I'm betting it would be a snap. I've been posting (iterative) copies of our template to the Draft forums, but if you want one directly from me, just let me know. Contact Thinkbox for more info Typos by iPhone On Apr 3, 2012, at 9:38 AM, Bill Gilman bi...@prologue.com wrote: I think the most basic and lacking tool for most houses is a movie/proxy generation tool and inexpensive playback at speed. We're working on a beta version of software for the first part of this, and I've been thinking for a while about how to use an Apple TV to stream shots for review. Imagine, the pipeline copies the file to a central database, and then you just access it by dated menu or what have you. I know that various hacks exist for the Apple TV (like this), so there's that. Ideally it would be tied into Deadline and Shotgun and other off the shelf standards. ___ Nuke-users 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] Why Oh Why: The Idea behind CLUTCH
Have you seen http://opensource.dashing.tv/python-dirtt/ On 2012-04-03, at 12:58 PM, Bill Gilman wrote: The Idea behind CLUTCH CLUTCH is a highly flexible descriptor for directory structures and filenames, using an open source standard to . By allowing the user to pre-describe where he wants files (and links to those files) to live on disk and how they're named, CLUTCH opens up any workflow to be faster, easier and less human-error prone. Managing the where of the pipeline means users don't need to be bothered with a full understanding of how data resides on a network, but instead just need to concentrate on their task at hand. By being able to map out a given facility or remote users' work area, translators can be built to take data from one side and move it into the correct place for the other side, or just leave it where it is and simply know how to reference it. Unlike other managed file systems, however, the directory structure is completely human readable and easy to access outside of CLUTCH-based tools, and is able to be tweaked in a central place, with the changes rippling out from the center. Attached you'll find my first draft attempt at showing a spreadsheet based approach toward defining comp scripts, renders(aka images) and elms. ClutchExample01.xlsx___ Nuke-users 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] Why Oh Why: The Idea behind CLUTCH
It's still alive. Visit www.vfxdesktop.com for a beta download. Not sure if the latest build is there though. Dont ask for an osx version. Arvid insn't too fond of macs :-) Should be doable though as the source can be ported. Havent happened much with extra features in a while as we have been extremely busy. Oh yes Arvid build a function for auto-discovering corrupt renders and delete them. He also took that same function and rebuilt it to a auto-scan-sequence-for-edits and insert cuts automatically (yes we need to come up with a better snappier selling name ok). Works pretty well actually (althought algorithm might get fooled by mighty explosions). Other than that not much but it does what it is supposed to do and i'm really fond of the flame-style desktop way of working with media. But now with Hiero i guess vfxdesktop will have a hard time. Still they are pretty different beasts. And sorry for hijacking the thread. Cheers, Johan On 3 apr 2012, at 19:00, Randy Little randyslit...@gmail.com wrote: on this same topic What ever happened to VFX Desktop? It just seems to have stopped Randy S. Little http://www.rslittle.com On Tue, Apr 3, 2012 at 09:58, Bill Gilman billgil...@yahoo.com wrote: The Idea behind CLUTCH CLUTCH is a highly flexible descriptor for directory structures and filenames, using an open source standard to . By allowing the user to pre-describe where he wants files (and links to those files) to live on disk and how they're named, CLUTCH opens up any workflow to be faster, easier and less human-error prone. Managing the where of the pipeline means users don't need to be bothered with a full understanding of how data resides on a network, but instead just need to concentrate on their task at hand. By being able to map out a given facility or remote users' work area, translators can be built to take data from one side and move it into the correct place for the other side, or just leave it where it is and simply know how to reference it. Unlike other managed file systems, however, the directory structure is completely human readable and easy to access outside of CLUTCH-based tools, and is able to be tweaked in a central place, with the changes rippling out from the center. Attached you'll find my first draft attempt at showing a spreadsheet based approach toward defining comp scripts, renders(aka images) and elms. ___ Nuke-users 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] Why Oh Why: The Idea behind CLUTCH
That's pretty great! Or at least I think it is! Hard to tell when you're as code-deficient as I am. Any idea how hard it might be to get that library working with a .csv doc that Excel etc can use? On Apr 3, 2012, at 1:48 PM, Colin Doncaster wrote: Have you seen http://opensource.dashing.tv/python-dirtt/ On 2012-04-03, at 12:58 PM, Bill Gilman wrote: The Idea behind CLUTCH CLUTCH is a highly flexible descriptor for directory structures and filenames, using an open source standard to . By allowing the user to pre-describe where he wants files (and links to those files) to live on disk and how they're named, CLUTCH opens up any workflow to be faster, easier and less human-error prone. Managing the where of the pipeline means users don't need to be bothered with a full understanding of how data resides on a network, but instead just need to concentrate on their task at hand. By being able to map out a given facility or remote users' work area, translators can be built to take data from one side and move it into the correct place for the other side, or just leave it where it is and simply know how to reference it. Unlike other managed file systems, however, the directory structure is completely human readable and easy to access outside of CLUTCH-based tools, and is able to be tweaked in a central place, with the changes rippling out from the center. Attached you'll find my first draft attempt at showing a spreadsheet based approach toward defining comp scripts, renders(aka images) and elms. ClutchExample01.xlsx___ Nuke-users 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] When oh when
Bill: a lot of what your refering to is what Hiero is trying to solve. It has full python abilities for automating converting files and seting up your directory structure all based around a timeline structure but in the backend it uses nuke for all renders, etc Also it includes a full python backend and pyside for the gui so you can tie it to your asset management. http://www.thefoundry.co.uk/products/hiero/ I do work for the Foundry though so I'm a little bias :) -deke On Tue, Apr 3, 2012 at 09:38, Bill Gilman bi...@prologue.com wrote: First off, I realize how hard coming up with a tool that most people can just drag and drop into their pipelines is extremely difficult. Similarly, writing open source tools, especially for a group for whom that is not their primary job, is just an invitation to a world of hurt. (Or am I wrong in that assumption?) That's why I was thinking we should hire someone to do it. I think the most basic and lacking tool for most houses is a movie/proxy generation tool and inexpensive playback at speed. We're working on a beta version of software for the first part of this, and I've been thinking for a while about how to use an Apple TV to stream shots for review. Imagine, the pipeline copies the file to a central database, and then you just access it by dated menu or what have you. I know that various hacks exist for the Apple TV (like this http://firecore.com/atvflash-black), so there's that. Ideally it would be tied into Deadline and Shotgun and other off the shelf standards. I think being able to move cameras around even easier than the tools I've seen (ie. quickly, by a non-Maya user) would be up there. I know that this idea, though, is beyond my scope to manage. I've also had this idea for a while about standardizing how one describes their directory paths and naming conventions, whereby one tool could read this coordinator readable description file and know exactly where your pipeline inputs and outputs it's files, as one example. Something like this woud be incredibly useful for standardization across the industry, as it could be like openEXR, where when once the format was established people started building all kinds of tools to use it. I'll send a more detailed writeup about it to this thread. I was thinking of calling it Clutch since it kind of acts like a clutch between different sets of gears (pipelines), but that's a little to generic, for web searches and the like (I remember one programmer saying I will never again name a piece of software with a name that already exists in the world; no one can find me online!). So now I'm thinking Clatch? Kind of like coffee klatch but then maybe it's too on the nose, I just saw this definition online: http://www.thefreedictionary.com/Clatch Ideas welcome Bill On Apr 3, 2012, at 6:15 AM, Ryan O'Phelan wrote: Bill, What kind of pipeline tools did you have in mind? Like a send to maya or send to nuke conversion tool set? I'm sure every studio represented here has built anim and Cam i/o tools, and asset management tools. Community developed tools would be pretty awesome. Ryan On Apr 1, 2012 12:43 AM, Bill Gilman billgil...@yahoo.com wrote: When are we all going to just get together and build a damn industry standard set of pipeline tools gluing the already standard packages (Nuke, Maya, AE, 3dMax, Flame, Deadline, Shotgun, RV, etc)? I thought of doing a Kickstarter campaign to raise $15K to build something for free dissemination to people who contribute, and for a fee to those who don't. But what would that something be? Ideas?___ Nuke-users 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] When oh when
Best bet is call/email sales and get a private demo. We're next to DD in Venice. It just shipped a month ago so I'm not sure if there are any 3rd party videos. -deke On Tue, Apr 3, 2012 at 16:23, Bill Gilman bi...@prologue.com wrote: Hey Deke Thanks for the heads up. I had no idea it was so involved. All the literature gave me the impression that we were basically talking about more automated Final Cut Pro process, where new takes get cut into the timeline as they get created. Makes sense that it does a lot more, especially for that price tag! Is there a (non-Foundry) video that shows it's capabilities? The Foundry ones are all well and good except those seem to go VERY FAST, and make me feel like I'm in Ibiza. Bill On Apr 3, 2012, at 4:01 PM, Deke Kincaid wrote: Bill: a lot of what your refering to is what Hiero is trying to solve. It has full python abilities for automating converting files and seting up your directory structure all based around a timeline structure but in the backend it uses nuke for all renders, etc Also it includes a full python backend and pyside for the gui so you can tie it to your asset management. http://www.thefoundry.co.uk/products/hiero/ I do work for the Foundry though so I'm a little bias :) -deke On Tue, Apr 3, 2012 at 09:38, Bill Gilman bi...@prologue.com wrote: First off, I realize how hard coming up with a tool that most people can just drag and drop into their pipelines is extremely difficult. Similarly, writing open source tools, especially for a group for whom that is not their primary job, is just an invitation to a world of hurt. (Or am I wrong in that assumption?) That's why I was thinking we should hire someone to do it. I think the most basic and lacking tool for most houses is a movie/proxy generation tool and inexpensive playback at speed. We're working on a beta version of software for the first part of this, and I've been thinking for a while about how to use an Apple TV to stream shots for review. Imagine, the pipeline copies the file to a central database, and then you just access it by dated menu or what have you. I know that various hacks exist for the Apple TV (like this http://firecore.com/atvflash-black), so there's that. Ideally it would be tied into Deadline and Shotgun and other off the shelf standards. I think being able to move cameras around even easier than the tools I've seen (ie. quickly, by a non-Maya user) would be up there. I know that this idea, though, is beyond my scope to manage. I've also had this idea for a while about standardizing how one describes their directory paths and naming conventions, whereby one tool could read this coordinator readable description file and know exactly where your pipeline inputs and outputs it's files, as one example. Something like this woud be incredibly useful for standardization across the industry, as it could be like openEXR, where when once the format was established people started building all kinds of tools to use it. I'll send a more detailed writeup about it to this thread. I was thinking of calling it Clutch since it kind of acts like a clutch between different sets of gears (pipelines), but that's a little to generic, for web searches and the like (I remember one programmer saying I will never again name a piece of software with a name that already exists in the world; no one can find me online!). So now I'm thinking Clatch? Kind of like coffee klatch but then maybe it's too on the nose, I just saw this definition online: http://www.thefreedictionary.com/Clatch Ideas welcome Bill On Apr 3, 2012, at 6:15 AM, Ryan O'Phelan wrote: Bill, What kind of pipeline tools did you have in mind? Like a send to maya or send to nuke conversion tool set? I'm sure every studio represented here has built anim and Cam i/o tools, and asset management tools. Community developed tools would be pretty awesome. Ryan On Apr 1, 2012 12:43 AM, Bill Gilman billgil...@yahoo.com wrote: When are we all going to just get together and build a damn industry standard set of pipeline tools gluing the already standard packages (Nuke, Maya, AE, 3dMax, Flame, Deadline, Shotgun, RV, etc)? I thought of doing a Kickstarter campaign to raise $15K to build something for free dissemination to people who contribute, and for a fee to those who don't. But what would that something be? Ideas?___ Nuke-users 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
Re: [Nuke-users] Re: Ocula Disparity from Depth Channels
A little late to the party, but just wanted to add my 2 cents in case it helps someone make a full dollar :) @Thomas: the process Michael described above is exactly what you need if your starting point is already a world position pass. You should only need the pass rendered for one eye and the opposite camera to get disparity data. Unfortunately, this is a lot more tedious to do with standard nodes than it would be by writing a dedicated plugin, specially if you want to account for any possible variation with the Cameras. For example, you can get the transformation matrix of your cameras from their world_matrix knob, but you can't get the projection matrix (unless you're writing a plugin, that is). So, you need to manually figure out the camera-to-screen transformation using the knobs from the camera's projection tab. For simple cases, you can use just the focal and horizontal aperture values, but if you need to account for window_translate, window_scale and roll changes, then it gets messy very easily. That said, I've put together a little Nuke script (attached) to go from world position to disparity. It could be more compact, but it's split out to show the different transforms and conversions between coordinate systems one by one, so hopefully it'll be easier to understand. Keep in mind that, as stated previously, this one doesn't account for changes to the win_translate or win_scale knobs, though. Hope that helps. Cheers, Ivan On Sun, Apr 1, 2012 at 12:52 PM, Michael Habenicht m...@tinitron.de wrote: Hi Thomas, you are right the pworld pass is already the first part. We have the screen space and the coresponding world position. But to be able to calculate the disparity you need the screen space position for this particular point viewed through the second camera. It is possible to calculate this based on the camera for sure as this is what the scanline render node and reconcile3d node do. But don't ask me about the math. Best regards, Michael Am 01.04.2012 18:08, schrieb thoma: Hi Michael, We're using Arnold. If i have my stereo Pworld passes and stereo cameras in nuke couldn't i make this work? When you say world position projected to screen space isn't that essentially what a Ppass is or are you talking about something more? I tried doing some logic operations on the left and right eyes of the Ppass to see if it would yield anything meaningful but no luck Thanks Thomas ___ Nuke-users 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 world_to_disparity.nk Description: Binary data ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users