[Nuke-users] ftrack/Annex Pro happy hour Tuesday at Siggraph

2014-08-06 Thread todd prives
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 Nuke/Hiero 
integration to show and all the beers you can drink.

details  RSVP here:

ftrack Happy Hour at SIGGRAPH 2014
  
             
ftrack Happy Hour at SIGGRAPH 2014
Join colleagues and friends for the ftrack Happy Hour at Rogue Convention 
Centre [kitty-corner from Convention Centre entrance] 4pm - 6pm, Tuesday, 
August 12 Joi...  
View on ftrack-happy-hour.even... Preview by Yahoo  ___
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Re: [Nuke-users] STMap produces line where right and left image edge join

2014-08-06 Thread Howard Jones
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 not filtering it doesn't get 
 rid of that one line :(
 And blurring only makes it worse in my case.
 Appreciate your help though.
 cheers,
 Patrick
 
 Ryan O'Phelan wrote on 04.08.2014 21:27:
 
 When you render uv maps,  don't filter or antialias them,  and you will not 
 have edging issues.  Adding bilateral or gaussian blur to everything but the 
 edges helps too.
 Hope that helps.
 
 R
 
 On Aug 3, 2014 3:12 PM, Patrick Heinen mailingli...@patrickheinen.com 
 mailto:mailingli...@patrickheinen.com  wrote:
 
 I'm generating the STMap with (x+0.5)/width and (y+0.5/height). It doesn't 
 seem to be off by a pixel, as everything but that one pixel line is spot 
 on. As for filtering, I have a case where it shouldn't filter at all as 
 pixels are getting mapped one to one. I attached an example script that 
 shows the issue.
 Thanks for your help!
 
 
 On 03.08.2014, at 02:51, marlor.l...@gmail.com 
 mailto:marlor.l...@gmail.com wrote:
 
 
 couldn't it be a filtering or multisample problem?
 
 I also had similar problems using STMap for tiling an image, and I ended 
 up using UVTile
 
 
 On Sun, Aug 3, 2014 at 12:26 AM, Deke Kincaid d...@thefoundry.co.uk 
 mailto:d...@thefoundry.co.uk  wrote:
 
 How are you generating the STMap?It might be off by a pixel depending 
 how you generated it.
 
 
 --
 
 
 Deke Kincaid
 
 Creative Specialist
 
 The Foundry
 
 Skype: dekekincaid
 
 Tel: (310) 399 4555 tel:%28310%29%20399%204555  - Mobile: (310) 883 4313
 
 Web: www.thefoundry.co.uk http://www.thefoundry.co.uk/ 
 
 Email: d...@thefoundry.co.uk mailto:d...@thefoundry.co.uk   
 
 
 On Fri, Aug 1, 2014 at 7:30 PM, Patrick Heinen 
 mailingli...@patrickheinen.com mailto:mailingli...@patrickheinen.com 
  wrote:
 Hey everyone,
 
 I'm using an STMap where the original left and right edge of the image 
 touch each other in the image center. When the filtering is set to cubic 
 on the STMap I get a one pixel line at that edge, that I don't get if I 
 ran through the transforms without an STMap. Switching the filtering to 
 Impulse, the line disappears, but obviously everything else looks 
 crappy. I checked the values of the STMap and the source and destination 
 pixels seem to be correct.
 Has anyone had this problem before? Or has someone maybe an idea, what 
 could cause this?
 Thanks and enjoy your weekend!
 
 Patrick
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Re: [Nuke-users] STMap produces line where right and left image edge join

2014-08-06 Thread Patrick Heinen
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 10177
 ypos -129
}
set N62265a0 [stack 0]
push $N62265a0
push $N62265a0
push $N62265a0
push $N62265a0
push $N62265a0
SphericalTransform {
 inputs 6
 input Cube
 format 2048 1024 0 0 2048 1024 1 2k1k
 fix true
 name SphericalTransform7
 selected true
 xpos 10177
 ypos -47
}
set Ncb640c0 [stack 0]
Expression {
 expr0 (0.5+x)/width
 expr1 (0.5+y)/height
 expr2 0
 expr3 1
 name Expression1
 selected true
 xpos 10098
 ypos 4
}
SphericalTransform {
 input Lat Long map
 ry 180
 format 2048 1024 0 0 2048 1024 1 2k1k
 fix true
 name SphericalTransform21
 selected true
 xpos 10098
 ypos 44
}
push $Ncb640c0
STMap {
 inputs 2
 uv rgb
 name STMap3
 selected true
 xpos 10197
 ypos 44
}
push $Ncb640c0
SphericalTransform {
 input Lat Long map
 ry 180
 format 2048 1024 0 0 2048 1024 1 2k1k
 fix true
 name SphericalTransform22
 selected true
 xpos 10318
 ypos 50
}
Merge2 {
 inputs 2
 operation difference
 name Merge6
 selected true
 xpos 10282
 ypos 118
}


Howard Jones wrote on 06.08.2014 15:14:

 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 not filtering it doesn't get 
 rid
 of that one line :(
 And blurring only makes it worse in my case.
 Appreciate your help though.
 cheers,
 Patrick
 
 Ryan O'Phelan wrote on 04.08.2014 21:27:
 
 When you render uv maps,  don't filter or antialias them,  and you will not
 have edging issues.  Adding bilateral or gaussian blur to everything but the
 edges helps too.
 Hope that helps.
 
 R
 
 On Aug 3, 2014 3:12 PM, Patrick Heinen mailingli...@patrickheinen.com
 mailto:mailingli...@patrickheinen.com  wrote:
 
 I'm generating the STMap with (x+0.5)/width and (y+0.5/height). It doesn't
 seem to be off by a pixel, as everything but that one pixel line is spot 
 on.
 As for filtering, I have a case where it shouldn't filter at all as pixels
 are getting mapped one to one. I attached an example script that shows the
 issue.
 Thanks for your help!
 
 
 On 03.08.2014, at 02:51, marlor.l...@gmail.com
 mailto:marlor.l...@gmail.com wrote:
 
 
 couldn't it be a filtering or multisample problem?
 
 I also had similar problems using STMap for tiling an image, and I ended 
 up
 using UVTile
 
 
 On Sun, Aug 3, 2014 at 12:26 AM, Deke Kincaid d...@thefoundry.co.uk
 mailto:d...@thefoundry.co.uk  wrote:
 
 How are you generating the STMap?It might be off by a pixel depending
 how you generated it.
 
 
 --
 
 
 Deke Kincaid
 
 Creative Specialist
 
 The Foundry
 
 Skype: dekekincaid
 
 Tel: (310) 399 4555 tel:%28310%29%20399%204555  - Mobile: (310) 883 
 4313
 
 Web: www.thefoundry.co.uk http://www.thefoundry.co.uk/ 
 
 Email: d...@thefoundry.co.uk mailto:d...@thefoundry.co.uk   
 
 
 On Fri, Aug 1, 2014 at 7:30 PM, Patrick Heinen
 mailingli...@patrickheinen.com mailto:mailingli...@patrickheinen.com 
 
 wrote:
 Hey everyone,
 
 I'm using an STMap where the original left and right edge of the image
 touch each other in the image center. When the filtering is set to cubic
 on the STMap I get a one pixel line at that edge, that I don't get if I
 ran through the transforms without an STMap. Switching the filtering to
 Impulse, the line disappears, but obviously everything else looks 
 crappy.
 I checked the values of the STMap and the source and destination pixels
 seem to be correct.
 Has anyone had this problem before? Or has someone maybe an idea, what
 could cause this?
 Thanks and enjoy your weekend!
 
 Patrick
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Re: [Nuke-users] STMap produces line where right and left image edge join

2014-08-06 Thread Randy Little
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.
 Appreciate your help though.
 cheers,
 Patrick

 Ryan O'Phelan wrote on 04.08.2014 21:27:

  When you render uv maps,  don't filter or antialias them,  and you will
 not have edging issues.  Adding bilateral or gaussian blur to everything
 but the edges helps too.
  Hope that helps.
 
  R
 
  On Aug 3, 2014 3:12 PM, Patrick Heinen mailingli...@patrickheinen.com
 mailto:mailingli...@patrickheinen.com  wrote:
 
  I'm generating the STMap with (x+0.5)/width and (y+0.5/height). It
 doesn't seem to be off by a pixel, as everything but that one pixel line is
 spot on. As for filtering, I have a case where it shouldn't filter at all
 as pixels are getting mapped one to one. I attached an example script that
 shows the issue.
  Thanks for your help!
 
 
  On 03.08.2014, at 02:51, marlor.l...@gmail.com mailto:
 marlor.l...@gmail.com  wrote:
 
 
  couldn't it be a filtering or multisample problem?
 
  I also had similar problems using STMap for tiling an image, and I
 ended up using UVTile
 
 
  On Sun, Aug 3, 2014 at 12:26 AM, Deke Kincaid d...@thefoundry.co.uk
 mailto:d...@thefoundry.co.uk  wrote:
 
  How are you generating the STMap?It might be off by a pixel
 depending how you generated it.
 
 
  --
 
 
  Deke Kincaid
 
  Creative Specialist
 
  The Foundry
 
  Skype: dekekincaid
 
  Tel: (310) 399 4555 tel:%28310%29%20399%204555  - Mobile: (310)
 883 4313
 
  Web: www.thefoundry.co.uk http://www.thefoundry.co.uk/
 
  Email: d...@thefoundry.co.uk mailto:d...@thefoundry.co.uk
 
 
  On Fri, Aug 1, 2014 at 7:30 PM, Patrick Heinen 
 mailingli...@patrickheinen.com mailto:mailingli...@patrickheinen.com 
 wrote:
  Hey everyone,
 
  I'm using an STMap where the original left and right edge of the
 image touch each other in the image center. When the filtering is set to
 cubic on the STMap I get a one pixel line at that edge, that I don't get if
 I ran through the transforms without an STMap. Switching the filtering to
 Impulse, the line disappears, but obviously everything else looks crappy. I
 checked the values of the STMap and the source and destination pixels seem
 to be correct.
  Has anyone had this problem before? Or has someone maybe an idea,
 what could cause this?
  Thanks and enjoy your weekend!
 
  Patrick
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Re: [Nuke-users] add specular only

2014-08-06 Thread Frank Rueter|OHUfx

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)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On Tue, Aug 5, 2014 at 6:25 AM, Frank Rueter|OHUfx fr...@ohufx.com 
mailto:fr...@ohufx.com wrote:


Hi everybody,

I'm trying to figure out how to add a specular component to the
default shading behaviour, but every time I add a Specular shader,
the object gets self illuminated, even when the light is behind
the object.
The same is true for any kind of shader node.
When I don't use any shader I get the result I want (object is
black when the light is behind it). All I need is specular on top
of that.

What am I missing?

Cheers,
frank

set cut_paste_input [stack 0]
version 8.0 v5
Camera2 {
 inputs 0
 focal 45
 haperture 90
 vaperture 90
 far 10
 name Camera3
 selected true
 xpos 915
 ypos -677
}
Light2 {
 inputs 0
 falloff_type Quadratic
 translate {{curve x1 -1 x50 0.1060127839 x100 1} {curve x1 -1 x50
0.370048 x100 -1} {curve x1 -2 x50 -0.1226326749 x100 -2}}
 depthmap_slope_bias 0.01
 name Light2
 selected true
 xpos 921
 ypos -819
}
push $cut_paste_input
Roto {
 output alpha
 replace true
 curves {{{v x3f9a}
  {f 0}
  {n
   {layer Root
{f 512}
{t 0}
{a}
{curvegroup Bezier1 512 bezier
 {{cc
   {f 8192}
   {p
{x42d4 x433a}
{x43cf x44bdc000}
{xc2d4 xc33a}
{xc381 x4294}
{x440b8000 x438d}
{x4381 xc294}
{xc308 xc2fc}
{x44cac000 x433a}
{x4308 x42fc}
{x4200 xc36a}
{x44f94000 x44468000}
{xc200 x436a}
{x42cc xc316}
{x44f3c000 x44c34000}
{xc2cc x4316}
{x4352 xc240}
{x44c04000 x44f7c000}
{xc352 x4240}}}
  {cc
   {f 8192}
   {p
{x42d4 x433a}
{}
{xc2d4 xc33a}
{xc381 x4294}
{}
{x4381 xc294}
{xc308 xc2fc}
{}
{x4308 x42fc}
{x4200 xc36a}
{}
{xc200 x436a}
{x42cc xc316}
{}
{xc2cc x4316}
{x4352 xc240}
{}
{xc352 x4240
 {t x44a84000 x4483c000}
 {a osw x4120 osf 0 str 1 spx x4480 spy x4480 sb 1
ltn x42a6 ltm x42a6 tt x4080}}
 toolbox {selectAll {
  { selectAll str 1 ssx 1 ssy 1 sf 1 }
  { createBezier str 1 ssx 1 ssy 1 sf 1 sb 1 tt 4 }
  { createBezierCusped str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { createBSpline str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { createEllipse str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { createRectangle str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { createRectangleCusped str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { brush str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { eraser src 2 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { clone src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { reveal src 3 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { dodge src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { burn src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { blur src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { sharpen src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { smear src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
} }
 toolbar_brush_hardness 0.20003
 toolbar_source_transform_scale {1 1}
 toolbar_source_transform_center {1024 1024}
 colorOverlay {0 0 0 0}
 lifetime_type all frames
 lifetime_start 83
 lifetime_end 83
 motionblur_shutter_offset_type centred
 source_black_outside true
 createNewTrack {{-1} -1\t(none)\t-1 1000\tNew Track Layer\t1000}
 name Roto3
 selected true
 xpos 915
 ypos -1752
}
CheckerBoard2 {
 inputs 0
 name CheckerBoard1
 selected true
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}
Copy {
 inputs 2
 from0 rgba.alpha
 to0 rgba.alpha
 bbox A
 name Copy2
 selected true
 xpos 1073
 ypos -1752
}
Premult {
 name Premult2
 selected true
 xpos 1073
 ypos -1641
}
set N55ec630 [stack 0]
Dot {
 name Dot5
 selected true
 xpos 886
 ypos -1637
}
Erode {
 size 1
 name Erode4
 selected true
 xpos 852
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Erode {
 size 1
 name Erode5
 selected true
 xpos 852
 ypos -1549
}

Re: [Nuke-users] add specular only

2014-08-06 Thread Frank Rueter|OHUfx
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 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)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On Tue, Aug 5, 2014 at 6:25 AM, Frank Rueter|OHUfx fr...@ohufx.com 
mailto:fr...@ohufx.com wrote:


Hi everybody,

I'm trying to figure out how to add a specular component to the
default shading behaviour, but every time I add a Specular shader,
the object gets self illuminated, even when the light is behind
the object.
The same is true for any kind of shader node.
When I don't use any shader I get the result I want (object is
black when the light is behind it). All I need is specular on top
of that.

What am I missing?

Cheers,
frank

set cut_paste_input [stack 0]
version 8.0 v5
Camera2 {
 inputs 0
 focal 45
 haperture 90
 vaperture 90
 far 10
 name Camera3
 selected true
 xpos 915
 ypos -677
}
Light2 {
 inputs 0
 falloff_type Quadratic
 translate {{curve x1 -1 x50 0.1060127839 x100 1} {curve x1 -1 x50
0.370048 x100 -1} {curve x1 -2 x50 -0.1226326749 x100 -2}}
 depthmap_slope_bias 0.01
 name Light2
 selected true
 xpos 921
 ypos -819
}
push $cut_paste_input
Roto {
 output alpha
 replace true
 curves {{{v x3f9a}
  {f 0}
  {n
   {layer Root
{f 512}
{t 0}
{a}
{curvegroup Bezier1 512 bezier
 {{cc
   {f 8192}
   {p
{x42d4 x433a}
{x43cf x44bdc000}
{xc2d4 xc33a}
{xc381 x4294}
{x440b8000 x438d}
{x4381 xc294}
{xc308 xc2fc}
{x44cac000 x433a}
{x4308 x42fc}
{x4200 xc36a}
{x44f94000 x44468000}
{xc200 x436a}
{x42cc xc316}
{x44f3c000 x44c34000}
{xc2cc x4316}
{x4352 xc240}
{x44c04000 x44f7c000}
{xc352 x4240}}}
  {cc
   {f 8192}
   {p
{x42d4 x433a}
{}
{xc2d4 xc33a}
{xc381 x4294}
{}
{x4381 xc294}
{xc308 xc2fc}
{}
{x4308 x42fc}
{x4200 xc36a}
{}
{xc200 x436a}
{x42cc xc316}
{}
{xc2cc x4316}
{x4352 xc240}
{}
{xc352 x4240
 {t x44a84000 x4483c000}
 {a osw x4120 osf 0 str 1 spx x4480 spy x4480 sb 1
ltn x42a6 ltm x42a6 tt x4080}}
 toolbox {selectAll {
  { selectAll str 1 ssx 1 ssy 1 sf 1 }
  { createBezier str 1 ssx 1 ssy 1 sf 1 sb 1 tt 4 }
  { createBezierCusped str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { createBSpline str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { createEllipse str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { createRectangle str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { createRectangleCusped str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { brush str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { eraser src 2 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { clone src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { reveal src 3 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { dodge src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { burn src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { blur src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { sharpen src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
  { smear src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }
} }
 toolbar_brush_hardness 0.20003
 toolbar_source_transform_scale {1 1}
 toolbar_source_transform_center {1024 1024}
 colorOverlay {0 0 0 0}
 lifetime_type all frames
 lifetime_start 83
 lifetime_end 83
 motionblur_shutter_offset_type centred
 source_black_outside true
 createNewTrack {{-1} -1\t(none)\t-1 1000\tNew Track Layer\t1000}
 name Roto3
 selected true
 xpos 915
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}
CheckerBoard2 {
 inputs 0
 name CheckerBoard1
 selected true
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}
Copy {
 inputs 2
 from0 rgba.alpha
 to0 rgba.alpha
 bbox A
 name Copy2
 selected true
 xpos 1073
 ypos -1752
}
Premult {
 name Premult2
 selected true
 xpos 1073
 ypos -1641
}
set N55ec630 [stack 0]
Dot {
 name Dot5
 selected true
 xpos 886
 ypos -1637
   

Re: [Nuke-users] add specular only

2014-08-06 Thread Frank Rueter|OHUfx
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 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 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)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On Tue, Aug 5, 2014 at 6:25 AM, Frank Rueter|OHUfx fr...@ohufx.com 
mailto:fr...@ohufx.com wrote:


Hi everybody,

I'm trying to figure out how to add a specular component to the
default shading behaviour, but every time I add a Specular
shader, the object gets self illuminated, even when the light is
behind the object.
The same is true for any kind of shader node.
When I don't use any shader I get the result I want (object is
black when the light is behind it). All I need is specular on top
of that.

What am I missing?

Cheers,
frank

set cut_paste_input [stack 0]
version 8.0 v5
Camera2 {
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 xpos 915
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Light2 {
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push $cut_paste_input
Roto {
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 toolbar_brush_hardness 0.20003
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CheckerBoard2 {
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