Re: [Nuke-users] Simple Pixel Shift with wraparound...

2014-06-23 Thread Julik Tarkhanov
Agreed. I can also pass on my code to the F if they so desire, with a couple of additions (filtering and moblur) it could work all right. Where do I sign? On 23 Jun 2014, at 05:32, Richard Bobo richb...@mac.com wrote: In any case, IF THE FOUNDRY IS READING THIS THEAD — PLEASE ADD A PIXEL SHIFT

[Nuke-users] getting Nuke to flick particles off the emitter

2014-06-23 Thread Frank Rueter|OHUfx
Has anybody had success in setting up a particle system that flicks particles off an emitter? I need an effect that looks like when you flick paint of a paint brush, i.e. the emitter moves fast (card rotating 180 degrees), and I need it to emit particles that inherit it's speed when they are

Re: [Nuke-users] getting Nuke to flick particles off the emitter

2014-06-23 Thread Elias Ericsson Rydberg
I think transfer velocity seems to work for this application? I made a quick little test, but maybe it isnt what you are after. But maybe the expression can be helpful. /Elias Ericsson Rydberg 2014-06-23 10:07 GMT+02:00 Frank Rueter|OHUfx fr...@ohufx.com: Has anybody had success in setting

Re: [Nuke-users] GridWarp submesh resolution ignored?

2014-06-23 Thread Richard Bobo
Nico, That’s good to know... (8^\ I’m currently using a setting of 20 to get more fine-grained control over some warping I’m doing. I guess I’ll have to see if the difference in the farm renders is worth waiting for a slower local render or not… Thanks for the heads up. Rich Rich Bobo

[Nuke-users] Animate camera's point of interest

2014-06-23 Thread Bruno-Pierre Jobin
Anyone know a good way to animate a camera's point of interest? -- Bruno-Pierre Jobin ___ 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] Animate camera's point of interest

2014-06-23 Thread Bruno-Pierre Jobin
Thanks Richard. Both work beautifully! I don't understand either why it's not part of Nuke by default. It should have been there since V1. On Mon, Jun 23, 2014 at 11:08 AM, Richard Bobo richb...@mac.com wrote: Bruno-Pierre, Here are a couple of links on Nukepedia - there may be more.

Re: [Nuke-users] Depth pass(Z) out of 3Delight ...colour :3.4e+38

2014-06-23 Thread Michael Garrett
I would set an expression based on anything above a very large number going to zero. As long as that large number doesn't encompass any actual valid scene values. Then you can run your MaxLuma curve tool. depth.Z100?0:depth.Z On 23 June 2014 12:24, HSK charhar...@gmail.com wrote: Hi

[Nuke-users] Wireframe shader alpha in Nuke8

2014-06-23 Thread Nico Dufort
Hello again, In Nuke8, should one use the hidden-line look of the wireframe shader, the alpha is only the silhouette of the geometry, versus Nuke7's replace mode of the shader. Is that by design? Is anyone else hacking their way around that through shuffles and other nodes? Cheers. nico --

Re: [Nuke-users] getting Nuke to flick particles off the emitter

2014-06-23 Thread Frank Rueter|OHUfx
hm, yeah, it does seem to work. yesterday's set up didn't for some reason, but now it works better. Forgot about the ParticleSetup node, that certainly helps. For some reason I can't use a rate channel in combination with emiter_order set to randomly. All particles simply vanish when I do.