Hi,
Just a quick note to anyone who wants an early afternoon drink, ftrack and
Annex Pro are co-hosting an informal happy hour at Siggraph on Tuesday August
12th from 4-6pm at The Rouge Kitchen Wetbar at the Convention Center.
We'll have a sneak peak of ftrack V3 featuring additional
Make sure the centre of the uv map is 0.5 for each pixel not 0
Ie (x+0.5)/width, (y+0.5)/height I think
I have the right expression at work.
Howard
On 6 Aug 2014, at 08:12 pm, Patrick Heinen mailingli...@patrickheinen.com
wrote:
Hey Ryan,
the UV map I have is created in Nuke and even
Jep Howard, that's what I got. I now sent it to support and they said it's a
bug, logged as Bug 8655.
And for everyone to try at home ;):
set cut_paste_input [stack 0]
version 8.0 v3
CheckerBoard2 {
inputs 0
format 1024 1024 0 0 1024 1024 1 square_1K
name CheckerBoard4
selected true
xpos
Dialate ? Long long shot but better then blur for uv map.
On Aug 6, 2014 3:12 PM, Patrick Heinen mailingli...@patrickheinen.com
wrote:
Hey Ryan,
the UV map I have is created in Nuke and even not filtering it doesn't get
rid of that one line :(
And blurring only makes it worse in my case.
but I need to mask out the spec and pipe through the diffuse texture
On 05/08/14 20:30, Ron Ganbar wrote:
Just don't connect anything to the input of the Specular and you
should be fine.
Ron Ganbar
email: ron...@gmail.com mailto:ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
+972 (0)54
Ah, using the secondary inputs is fine, just not the first pipe which is
meant to take the upstream texture or shader.
If I leave that unconnected and use MergeMat to plus the specular on top
of my texture instead I get what I wanted.
Cryptic...
Thanks!
frank
On 05/08/14 20:30, Ron Ganbar
Spoke to soon. MergeMat produces artifacts like crazy, so back to plan B
(using two ScanelineRender nodes and mergeing speculat and diffuse in 2D
- booo).
On 07/08/14 15:41, Frank Rueter|OHUfx wrote:
Ah, using the secondary inputs is fine, just not the first pipe which
is meant to take the