Re: [Nuke-users] AtomKraft/Nuke 1.1 + Free Beer + a new website

2012-04-03 Thread Moritz Moeller

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
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Re: [Nuke-users] AtomKraft/Nuke 1.1 + Free Beer + a new website

2012-04-03 Thread Moritz Moeller

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
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Re: [Nuke-users] how do i get nuke to say Render Complete

2012-04-03 Thread Khushnum
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...



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Re: [Nuke-users] how do i get nuke to say Render Complete

2012-04-03 Thread Howard Jones
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...
 
 

 
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Re: [Nuke-users] When oh when

2012-04-03 Thread Ryan O'Phelan
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?___
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Re: [Nuke-users] how do i get nuke to say Render Complete

2012-04-03 Thread Hugo Léveillé
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...



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-- 
  Hugo Léveillé
  TD Compositing, Vision Globale
  hu...@fastmail.net

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Re: [Nuke-users] viewer tabs at start

2012-04-03 Thread Matthieu Cadet
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

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-- 
Matthieu Cadet
Compositor Artist  TD,
nWave Digital
matthieu.ca...@gmail.com
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Re: [Nuke-users] When oh when

2012-04-03 Thread Bill Gilman
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?___
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[Nuke-users] Why Oh Why: The Idea behind CLUTCH

2012-04-03 Thread Bill Gilman
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
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Re: [Nuke-users] Why Oh Why: The Idea behind CLUTCH

2012-04-03 Thread Randy Little
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.


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Re: [Nuke-users] Why Oh Why: The Idea behind CLUTCH

2012-04-03 Thread Bill Gilman
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

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Re: [Nuke-users] When oh when

2012-04-03 Thread Bill Gilman
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.
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Re: [Nuke-users] Why Oh Why: The Idea behind CLUTCH

2012-04-03 Thread Colin Doncaster
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___
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Re: [Nuke-users] Why Oh Why: The Idea behind CLUTCH

2012-04-03 Thread Johan Boije
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.


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Re: [Nuke-users] Why Oh Why: The Idea behind CLUTCH

2012-04-03 Thread Bill Gilman
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___
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Re: [Nuke-users] When oh when

2012-04-03 Thread Deke Kincaid
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?___
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Re: [Nuke-users] When oh when

2012-04-03 Thread Deke Kincaid
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?
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Re: [Nuke-users] Re: Ocula Disparity from Depth Channels

2012-04-03 Thread Ivan Busquets
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


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