Re: [Nuke-users] J_Ops 2.0 available - adding a rigid body physics engine for Nuke's 3D system

2012-08-15 Thread ArnoB
now the magic question... how do I connect it to Atomkraft? :) On 14 aug 2012, at 20:05, Jack Binks wrote: Neat; like the use of the particletogeo to allow the objects to be used as bodies in the physics world! Does feel a bit sluggish on my shonky laptop so I bet it'll be resimming the

Re: [Nuke-users] J_Ops 2.0 available - adding a rigid body physics engine for Nuke's 3D system

2012-08-15 Thread Ron Ganbar
Isn't just a regular 3D setup? Can't you just plug the solver in? Ron Ganbar email: ron...@gmail.com tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel] url: http://ronganbar.wordpress.com/ On 15 August 2012 16:41, ArnoB n...@rgbaz.eu wrote: now the magic question... how do I

Re: [Nuke-users] J_Ops 2.0 available - adding a rigid body physics engine for Nuke's 3D system

2012-08-15 Thread ArnoB
is it? I don't seem to be able to connect an atomkraft-geometry to a mulletbody... On 15 aug 2012, at 15:47, Ron Ganbar wrote: Isn't just a regular 3D setup? Can't you just plug the solver in? Ron Ganbar email: ron...@gmail.com tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765

Re: [Nuke-users] VRAY multipass comping

2012-08-15 Thread Darren Coombes
Thanks to everyone who replied.Cheers.Thanks.Darren CoombesCheck out some of my work...www.vimeo.com/darrencoombesMob: +61 418 631 079Skype: darrencoombesTwitter: @durwood81On 14/08/2012, at 2:21 AM, Игорь Хлебов wrote:http://vfxvault.com/tutorials/nuke_cg_pipelines/2012/8/13 Randy Little

Re: [Nuke-users] J_Ops 2.0 available - adding a rigid body physics engine for Nuke's 3D system

2012-08-15 Thread Ron Ganbar
Ah. I thought you meant the other way around. Connect an AtomRender to MulletSolver. Ron Ganbar email: ron...@gmail.com tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel] url: http://ronganbar.wordpress.com/ On 15 August 2012 16:54, ArnoB n...@rgbaz.eu wrote: is it? I don't

[Nuke-users] Atomkraft Installation

2012-08-15 Thread Neil Scholes
Hi - anyone get these messages when trying to run free version of atomkraft? Traceback(most recent call last): File string, line 1, in module RuntimeError: Constructor for AtomRender failed I have both my PATH and NUKE_PATH envars set up correct.. Any thoughts appreciated Thanks

[Nuke-users] splinewarp

2012-08-15 Thread Pat Wong
Hi Im trying to copy and paste the splines and animation from 2 seperate rotospline shape nodes into a splinewarp node , one for the source and the other for the source warp... I can seem to get the spline over from the roto node into the spline warp into the 'SOURCE', thats fine. but when i

Re: [Nuke-users] splinewarp

2012-08-15 Thread Bill Gilman
That's the main criticism so far of the spline warper. You have to build the target shape from the source, you can't copy in a shape and link them up. They know about it, I'm guessing they're working on it. On Aug 15, 2012, at 8:37 AM, Pat Wong wrote: Hi Im trying to copy and paste the

Re: [Nuke-users] splinewarp

2012-08-15 Thread Pat Wong
oh dear not even a work around at all? On 15 August 2012 16:46, Bill Gilman bi...@prologue.com wrote: That's the main criticism so far of the spline warper. You have to build the target shape from the source, you can't copy in a shape and link them up. They know about it, I'm

[Nuke-users] Re: Vector Blur and cards with alpha

2012-08-15 Thread kafkaz
Thanks for insight guys, but to no avail. I tried to premultiply but it didn´t help. And no, I can´t use card3d for this scenario. So, you don´t have the same problem I describe here? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk,

Re: [Nuke-users] splinewarp

2012-08-15 Thread Magno Borgo
Yeah indeed, I needed to do that in a project while ago a wrote a script. I'll upload it to Nukepedia when I have time to polish it. Usage: Create a splinewarp with 2 curves (ideally with same number of shape points, or copy from rotonode) name the source shape source name the destination

Re: [Nuke-users] Re: Vector Blur and cards with alpha

2012-08-15 Thread Marten Blumen
Vector blurs haven't work here either - had to fall back to multisamples. On 16 August 2012 05:08, kafkaz nuke-users-re...@thefoundry.co.uk wrote: ** Thanks for insight guys, but to no avail. I tried to premultiply but it didn´t help. And no, I can´t use card3d for this scenario. So, you

[Nuke-users] Re: Vector Blur and cards with alpha

2012-08-15 Thread kafkaz
Good to know, Marten. ___ 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] Re: Vector Blur and cards with alpha

2012-08-15 Thread Sean Brice
Use the forward mode in VectorBlur, with rgba.alpha set in the alpha drop down option. uv channels : forward method : forward alpha [x] : rgba.alpha Marten Blumen wrote: Vector blurs haven't work here either - had to fall back to multisamples. On 16 August 2012 05:08, kafkaz

Re: [Nuke-users] Re: Vector Blur and cards with alpha

2012-08-15 Thread Howard Jones
Like he said - this should work   Howard From: Sean Brice s...@thefoundry.co.uk To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wednesday, 15 August 2012, 20:10 Subject: Re: [Nuke-users] Re: Vector Blur and cards with alpha Use the

Re: [Nuke-users] Re: Vector Blur and cards with alpha

2012-08-15 Thread Howard Jones
I take that back - is this what you are referring to?   Howard set cut_paste_input [stack 0] version 6.3 v8 push $cut_paste_input Camera2 {  name Camera1  selected true  xpos -1760  ypos 3383 } ColorBars {  inputs 0  name ColorBars1  selected true  xpos -1551  ypos 3223 } Card2 {  z 2  

Re: [Nuke-users] J_Ops 2.0 available - adding a rigid body physics engine for Nuke's 3D system

2012-08-15 Thread Marten Blumen
Awesome Jack. Already used it to finish a shot - simulating rock climbing karabiners hanging on a rock face - just the extra zing the shot needed! On 10 August 2012 19:55, Jack Binks jackbi...@gmail.com wrote: Hey All, Just to let you know I've popped a 2.0 build of J_Ops for Nuke 6.3 up

Re: [Nuke-users] splinewarp

2012-08-15 Thread Pat Wong
magno Magno thanks, Ive followed your instructions, but i get this error # Result: Traceback (most recent call last): File string, line 93, in module File string, line 84, in freezeWarp2 IndexError: list index out of range any ideas? On 15 August 2012 19:41, Magno Borgo

Re: [Nuke-users] splinewarp

2012-08-15 Thread Magno Borgo
Looks like you source/dest have a different number of keyframes. I forgot about that... Use this script to bake the keyframes (it will create a key on every frame), it converts a rotonode into a splinewarp. http://www.nukepedia.com/python/misc/rotopainttosplinewarp/ After that run the

Re: [Nuke-users] splinewarp

2012-08-15 Thread Pat Wong
hey magno the two python scripts run without any errors.. not sure if its produced the correct results though . after i delete the destination spline in the newly created 'splinewarp' i was expecting to see previous source in the souce spline previous destination in the source warped spline

Re: [Nuke-users] splinewarp

2012-08-15 Thread Magno Borgo
The name of the shapes should be exactly source and dest without quotes for the script to work. Take a look on this one: set cut_paste_input [stack 0] version 6.3 v4 push $cut_paste_input SplineWarp3 { boundary_bbox false output morph curves {AnimTree: { Version: 1.2 Flag: 0

Re: [Nuke-users] splinewarp

2012-08-15 Thread Pat Wong
great i figured it out, i didnt remove the additonal line at the bottom of your python script when i was running inthe script editor; #remove the line below if you are using the script with menu.py (in menus/DAG/etc) freezeWarp2() Its working precisely how i need it to now... Thanks

Re: [Nuke-users] splinewarp

2012-08-15 Thread Pete O'Connell
Hi Pat and Magno. regarding the #remove the line below caveat, if you end the script with: #begin code if __name__ == '__main__': freezeWarp2() #end code then you don't have to worry about removing that line. Pete On Thu, Aug 16, 2012 at 10:58 AM, Pat Wong patwon...@gmail.com wrote:

Re: [Nuke-users] splinewarp

2012-08-15 Thread Pat Wong
Cool thanks for the tips guys. On 16 August 2012 00:30, Pete O'Connell pedrooconn...@gmail.com wrote: Hi Pat and Magno. regarding the #remove the line below caveat, if you end the script with: #begin code if __name__ == '__main__': freezeWarp2() #end code then you don't have to

Re: [Nuke-users] splinewarp

2012-08-15 Thread Magno Borgo
Nice touch, thanks Pete. And Pat, glad to help :) Hi Pat and Magno. regarding the #remove the line below caveat, if you end the script with: #begin code if __name__ == '__main__': freezeWarp2() #end code then you don't have to worry about removing that line. Pete On Thu, Aug 16,