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
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
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
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
Anyone know a good way to animate a camera's point of interest?
--
Bruno-Pierre Jobin
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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.
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
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
--
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.