I think it will at some point. The thinking is much the same in the two,
but it also feels like the mindset of the user is respected... atomkraft,
amazing as it is, tends to get pretty technical, where Vray for nuke, at
least from the beta i've played with, is much more user friendly.
Nuke does
it's also about being able to render your own helper passes for existing
hero renders and ensure that filtering, motion blur etc. match
On 26/08/14 21:32, Peter Hartwig wrote:
I think it will at some point. The thinking is much the same in the
two, but it also feels like the mindset of the
I'm not expecting nuke to handle vast amounts of geo, textures and lights,
it's a compositor after all. But adding a tool to the swiss army knife that
is nuke, sure is neat.
I havn't seen vray for nuke in the flesh, can you import abc's, add
materials and textures and precomp with a vrproxy of
Hi guys,
I am having a problem with a brand new deca core machine (64GB RAM) that
just won't render scripts with a SphericalTransform node. Nuke loads up,
then sits there with 0 cpu load or memory consumption and nothing happens.
Even my 4 year old laptop renders some frames - slowly, but it
I may be wrong here, but I've actually seen something like this bug with
some operations that require heavy filtering, I seem to remember it getting
introduced with Nuke 8. I submitted a bug report to The Foundry with speed
comparisons with Nuke 7.
I first noticed it with STMap then
damn, that leaves me dead in the water.
oh well, I guess I will just go to bed and be grateful for any frame I
see in the morning
On 27/08/14 01:31, Michael Garrett wrote:
I may be wrong here, but I've actually seen something like this bug
with some operations that require heavy filtering, I
You're probably tried this, but maybe run multiple instances of nuke, each
running a limited number of threads? It's how we run nuke jobs on the farm
on our 8 and 16 core machines, limiting them to 4 cores from memory.
On 26/08/2014 11:51 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote:
damn, that
yeah, I have tried runnign dealine jobs with only 2 and 4 threads each
with absolutely no results.
Then, when I set off a single manual command line render with all 10
cores (20 cpus) it produced a frame after several minutes.
On 27/08/14 01:55, matt estela wrote:
You're probably tried
I'm not sure if it's the same bug, but I have run into a similar problem with
LensDistortion nodes when put inline with certain other nodes.
Basically the image calculates extremely slowly, but if you break concatenation
by putting a blur or grade above the LensDistortion node, it works as
This prompted me to dig back and see my original bug report submitted
around the time of 8.0v1 -although I haven't checked to see if this was
fixed, and I didn't get sent a bug ID. The rest is a copy paste:
I seem to have found a repeatable bug that affects the LensDistortion node
under certain
I've reported a couple of issues that may be related as well, though they
relate mostly to the Denoise2 node in Nuke 8.
One is triggered by a LensDistortion node immediately following a Denoise2
node. Some artists here have had some luck inserting a node to attempt to break
filter
Hey,
This also works as a workaround.
float acosWorkaround(float x)
{
return 3.14159f/2.f - asin(x);
}
Seems to be a little more reliable.
HP
On Mon, Jun 16, 2014 at 2:37 PM, Mads Lund madshl...@gmail.com wrote:
A little headsup for people doing blink-scripts.
The implementation of Acos
http://variety.com/2014/biz/news/google-buys-visual-effects-firm-zync-1201290967/
google bought Zync
2014-08-18 11:52 GMT+02:00 Julik Tarkhanov ju...@hecticelectric.nl:
It was very promising and it is very sad to see them go. I also wonder why.
Wild guess is because this enforces “cost plus”
Wow, ok
On 26 August 2014 17:12, michael vorberg pingkin...@googlemail.com wrote:
http://variety.com/2014/biz/news/google-buys-visual-effects-firm-zync-1201290967/
google bought Zync
2014-08-18 11:52 GMT+02:00 Julik Tarkhanov ju...@hecticelectric.nl:
It was very promising and it is
Thanks Jed, all my exrs are zip compressed and there is no concatenation
upstream of the SphericalTransform in my script.
Just installing Nuke 7 to see if that behaves any differnt
On 27/08/14 03:00, Jed Smith wrote:
I'm not sure if it's the same bug, but I have run into a similar
problem
Ok, thanks everybody for chiming in here, very much appreciated!!
I will give Nuke 7 a go and see if that's any different.
I have had weird scenarios where a full tree using a SphericalTrnasform
node in the middle of it rendered ok-ish, but when I tried to pre-render
just the
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