maybe this article is helpful:
http://polygonspixelsandpaint.tumblr.com/post/3684476660
Regards, Thomas.
MINDTRANSPLANT
Am 16.05.2012 um 19:42 schrieb Paul Schoen:
Hello,
this has probably discussed for a thousand times on this forums but I need
some decisive clarification if possible:
if the particles are in motion, simply animating their emission rate to zero
won't stop the momentum of the particles that already exist...it will only stop
emitting new particles. I need them to stop all movement ... then be subject
to animated forces from that point forward.
On May 16,
On 5/17/2012 1:20 PM, Diogo Girondi wrote:
A hold node for particles would be great.
Can't a particle expression be used to set velocity to zero?
.mm
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Hi Guys,
Ari, if I follow you correctly you can use a combination of a
ParticleDrag node and a ParticleExpression node (to change the channel
the particles are in at a particular frame), then apply the forces to
that channel downstream to get what you are after.
Have a look at this example
If you want to elongate the freeze (taking place at frame 20 in that
script), you just have to change the ParticleExpression chans knob to
tell it when you want to place the particles in the 'b' channel being
acted on by the downstream forces.
i.e. change the 'chans' knob to frame==30 if
Done Diogo - posted in the misc section on nukepedia.
James.
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Awesome! Thanks James ;)
On Thu, May 17, 2012 at 8:44 AM, jrowellfx
nuke-users-re...@thefoundry.co.uk wrote:
**
Done Diogo - posted in the misc section on nukepedia.
James.
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very funny, i was just looking for something like this yesterday
night (because i couldn't find a way how to grab the first and
last frame number of an image sequence through python with the
built-in functions)..
so many thanks for sharing!
for what it's worth, i found this (which also
Here's my way:
1) emit particles (set an expression or keyframes on velocity so that at a
certain frame velocity becomes 0)
in this example I am setting keyframes, you can see velocity {{curve x1 1
x20 1 x21 0}}
this reminds me to ask to Foundry to add to the ParticleCurve a vel
attribute as
I don't mind a little off-topic rambling as long as you get where you
want to go by the end.
That script from Jep on Nukepedia works great. I used it yesterday,
and it was everything it was supposed to be. But as noted before, it
does not work in BG render. I'm actually using another tool from
You also have the option to write the geo to disk, so you avoid re-caching
frame before the freeze. I have been doing this with Atomkraft's AtomReadGeo
and AtomWriteGeo nodes suscesfully, by writing out Alembic files. You can use
the free version of Atomkraft for this.
i'd like to change the size of certain nodes or use different icons in the node
graph
nodes like camera or lights are far to big for my taste
as i understand you can only read the screenwidth with python, but i'd like to
set a new (default-)value
if that is not possible, then maybe i can use a
Hi,
[Nuke 6.3 v7]
I'm working with deep passes (.vrst) and exr beauty passes from V-Ray in
nuke and I'm finding that when I use a DeepRecolor node to combine the two,
the beauty inherits some blotchy artifacts that are present in the rgb of
the vrst pass. I also noticed that when I use the
Nitant,
Blothy artifacts sound different than the errors I've seen, but sometimes
lifting the black point of deeps to .1 got rid of weird artifacting for
me.
Good luck!
Ella
On Thu, May 17, 2012 at 3:49 PM, Nitant Karnik nkar...@gmail.com wrote:
Hi,
[Nuke 6.3 v7]
I'm working with
Hi
FWIW
I've found a way that seems to create corrupted clones, at least a single node
clone.
Ctrl k and paste a few clones, delete all but 2, copy one of them, delete them
then paste.
Sometimes this gives me a single clone.
Howard
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Hi,
I am building a gizmo that will have much of it's logic controlled
through python.
I know I can get the nodes that are connected to the gizmo with the
gizmo1.input(i) method from python, but how can I know what Input
arrow it is connected to?
For example, if I was creating an Over gizmo,
Inputs are indexed in the order in which the internal Input nodes are
created, so the first Input node gets index 0, the second gets index 1, etc.
Thus, if you need to reorder your inputs, you can simply delete and
re-create your input nodes in the desired order.
Every Input node has a hidden
Thanks Nathan, this will actually work for me. Indeed, the inputs are
just so the user can connect my gizmos together but they are used
internally not through a DAG but to extract information from them and do
stuff with it from python, that's why I need to know their names. Also,
the number of
Hey Ella,
Thanks so much, that totally worked. I used a DeepExpression to subtract
the 'deep.back' value by .75, which turned out to be the sweet spot in this
instance. Do you know what causes this? It seems like the deep.front and
deep.back values are clipping too tightly.
Thanks again!
This is a known bug with the deep recolor node, when you have an alpha
value of zero and a non zero value in the color. The incoming image always
gets unpremulted before being multiplied again by the deep opacity, but in
this case this results in an infinite value. Adding into the alpha like
Ella
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