[Nuke-users] ftrack/Annex Pro happy hour Tuesday at Siggraph
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 ___ 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] STMap produces line where right and left image edge join
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ 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 ___ 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] STMap produces line where right and left image edge join
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] STMap produces line where right and left image edge join
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: Nuke-users@support.thefoundry.co.uk , http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ 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 ___ 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] add specular only
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 xpos 1073 ypos -1824 } 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 ypos -1587 } Erode { size 1 name Erode5 selected true xpos 852 ypos -1549 }
Re: [Nuke-users] add specular only
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 ypos -1752 } CheckerBoard2 { inputs 0 name CheckerBoard1 selected true xpos 1073 ypos -1824 } 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
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 { 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 xpos 1073 ypos -1824 } Copy { inputs 2 from0 rgba.alpha to0 rgba.alpha bbox A name Copy2 selected true xpos 1073