Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av
So to use it more like a TransformGeo with object-level filtering? yes On 22/11/12 11:28 AM, Frederich Munch wrote: So to use it more like a TransformGeo with object-level filtering? Until something better comes along, you could select a corner of what you want to move then run this mask is or-able flags for vertices, edges, faces (1,2,4) n is the amount of times to grow, i.e. the card division def geoGrowSelection(n=1, mask=0x0004): node = nuke.selectedNode() k = node.knob('polySelection') if k: for x in xrange(0,n): k.grow(mask); nuke.menu('Nuke').addCommand ('GrowFaceSelection', 'geoGrowSelection( 10seemsGood )', 'Shift+f') Date: Thu, 22 Nov 2012 10:45:51 +1300 From: fr...@beingfrank.info To: nuke-users@support.thefoundry.co.uk Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av I don't quite get the 'object' selection mode. What would you want it to do exactly? imagine you have a dozen cards merged into one stream. Now you want to move just one of those cards without modifying the original cared node because it feeds into other scenes as well). So if the PolyEdit tool could have a sub-object selection mode, that identifies the single cards in the merged stream and selects them individually, I could move one of the cards without having to try and select all it's vertices or faces (very hard when the cards overlap a lot). On 22/11/12 10:12 AM, Frederich Munch wrote: Soft-selection radius and falloff curve is the collapsed group 'Soft Edit' right above the I don't quite get the 'object' selection mode. What would you want it to do exactly? Date: Thu, 22 Nov 2012 09:32:43 +1300 From: fr...@beingfrank.info mailto:fr...@beingfrank.info To: nuke-users@support.thefoundry.co.uk mailto:nuke-users@support.thefoundry.co.uk Subject: Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av just using the PolyEdit do fine tune a scene consisting of heaps of cards. It's the perfect tool for the job! Would it be possible to add an object selection mode, so that when you poly edit a scene that has multiple cards in it, you can then select each individual one? Also, are there soft selections? I'm so loving having this plugin set, thank you so much (again and again...) On 10/11/12 7:58 AM, marsupial wrote: Thanks...is it just me or is the body missing and garbled when quoted? Hopefully below is easier to read and doesn't start a new topic http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/ http://www.nukepedia.com/gizmos/dynamics/ These builds are for 6.3 and 7.0b100. There are more concise descriptions on the respective pages, but a brief overview: Geometry Tools; surprisingly, creates and modifies geometry: * Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy geometry onto points or with an accumulated transform. * 3D Curves that you can sweep, revolve, or create an axes on. * Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face removal/poking and point merging. * Test geometry for intersection with an ellipsoid, trapezoid, or cylinder for: modifying attributes with values or expressions, and applying Transform, Bend, Bulge, Taper, and Twist deformers. Dynamics; oddly enough, allows rigid and soft body simulations in Nuke. * Integration with particles to trigger emission when objects collide or simulate geometry emitted from a stream. * Achieve realtime playback with a massive amount of objects (30,000 for example). * Simulate deforming geometry and concave objects. * Animatable properties and constraints (point, hinge, spring, soft pin, soft to rigid). * Baking of both rigid and soft bodies (invokable in UI and command-line). * Bake object transforms to Axis nodes. Thanks, and let me know of any issues. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto: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] day rates in the UK
Either way, most qualified people I know tend to be under paid, and based on my experience, companies will always try to take the piss as the people that negotiate with you often don't have a clue where your skill set fits into their copmany, and what you actually bring to the table - and most don't want to know either. To quote somebody from a local python mailing list: "The criteria used for hiring often don't match the culture in the workplace. " This can easily be transferred to rates and quality of work, i.e. "the rates offered to the artists often don't match the expected performance" I have had requests from some of the big facilities basically asking me if I know a junior that could do what I do. Of course they used different words and tried to make me feel honoured that they would ask me for my opinion. My reply was "you get what you pay for" - never heard anything again from them. Anyway, I guess what I'm trying to say is that we all need to be a bit more accountable as to the rate we aim for. Aim too low, and you may get the job today, but you will become part of the problem, and the ongoing commoditisation of top vfx experience, and your work will not be valued. One argument I have learned to never accept from the big facilities when they try to hire you for another million dollar blockbuster is "it's not in our budget". that is the lamest excuse. It's like going to the shops, filling up your trolly and telling the check out girl that the total price is not in your budget - and expect a friendly "oh, well , that's fine then - have a good day". One of the most challenging parts of my career has been to figure out for myself what I really think my work is worth, rather than what I think I can get away with. It's been 18 years and am still struggling with that :-D frank On 3/15/14, 12:55 AM, Steve Newbold wrote: That's kind of my point. You'll find plenty of 'seniors' on less than 45K in small facilities in London, and yup you hit the nail on the head, people who stay in one company for a long time, get their 1-2% pay rise every year (when not in the perpetual pay freeze) and have zero concept oh how they stack up with other artists at other facilities. It's not like it used to be. It's a double edged sword where its very hard to progress unless you stick around for a bit, so you either move around, follow the money and do the shots, or stay put and try and work your way up. But anyway... Nuke eh? ;) On 14/03/14 11:45, Gustaf Nilsson wrote: If you are a senior on 170 a day then you must either be the worst negotiator on the planet or have stayed at the same company for too long. On Fri, Mar 14, 2014 at 9:43 AM, Steve Newbold s...@dneg.com wrote: UK companies seem to be very good at making sure that there is no such thing as average or 'typical' day rate and its more down to how desperate they are and how good you are at talking and whether you mean senior as in 'been doing it for a while', or senior as in 'can do the hard stuff' - the two can be different things depending on the company you are applying to. I would say between 170-220 per day is typical for seniors in London depending on the facility, more for leads and more again for sups. At this moment there is high demand for compositors but very short contracts so you might be able to get a good deal if you are willing to move companies every three months. There is also very little difference between pay for film or commercials in the UK, so don't let anyone try that move on you...! Steve On 13/03/14 21:42, adam jones wrote: Hey all I was wondering if some one could inform me of an average day rate for a senior nuke comper in the UK. london or bristol off list replies are fine if you like. cheers all -adam ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk,
Re: [Nuke-users] Switch title_color of a node through drop down menu
Here is something to get you started: http://pastebin.com/2SbLf5PH This adds a callback for nodes of class "NoOp", which you will have to change to react to your gizmo class or whatever other node you want this to work with. Have a look and see if it makes sense. Cheers, frank On 3/16/14, 8:37 AM, Bruno-Pierre Jobin wrote: Hello Nukers, I'm trying to find a way to change the color of a node (title_color) which would be driven by cascading pulldown choice menu. For example, if the first item is chosen, the node would be yellow and if the second one is chosen, it would turn blue. I found this thread in the mailing list archive but I can't figure out where to paste that code... https://www.mail-archive.com/nuke-users@support.thefoundry.co.uk/msg03405.html I'm very new to python so please give a lot of details. Thanks! -- Bruno-Pierre Jobin ___ 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 -- vfx compositing | workflow customisation and consulting ___ 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] Switch title_color of a node through drop down menu
indeed. that is the difference between Oliver's and my replies. This code is executed constantly, so be very careful to put most of your code in conditionals with the relevant knob name, and keep it simple. Otherwise your scripts can really grind to a halt! Yup, which is why I always try to do the conditional statements at the very top and try to bail out at the first possible moment. You definitely want to be extra diligent with your code's efficiency if used as a global callback. On 3/16/14, 10:52 AM, Jed Smith wrote: It is also worth mentioning that knobChanged callback code can be specified in the menu.py file, applying to an entire node class, or knobChanged code can be stored and run in specific nodes only. To store knobChanged code in a specific node, you can store the code to a special hidden knob called "knobChanged". This code will the be executed anytime you change anything on the node. For example, if you have a noOp node with a dropdown menu specifying colors, like this: NoOp { name NodeColor addUserKnob {20 NodeColor} addUserKnob {4 node_color t "Set Node Color" M {red green blue yellow}} } And you write some code to change the color of the node depending on the dropdown value, you can set the value of the knobChanged knob on that node if you select the node and execute this code: http://pastebin.com/mCPm5HkZ Be careful with knobChanged knobs in nodes though. This code is executed constantly, so be very careful to put most of your code in conditionals with the relevant knob name, and keep it simple. Otherwise your scripts can really grind to a halt! Hope that helps! On Saturday, 2014-03-15 at 2:12p, Bruno-Pierre Jobin wrote: Awesome! Thanks guys I'll have a look at this! On Sat, Mar 15, 2014 at 5:03 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote: Here is something to get you started: http://pastebin.com/2SbLf5PH This adds a callback for nodes of class "NoOp", which you will have to change to react to your gizmo class or whatever other node you want this to work with. Have a look and see if it makes sense. Cheers, frank On 3/16/14, 8:37 AM, Bruno-Pierre Jobin wrote: Hello Nukers, I'm trying to find a way to change the color of a node (title_color) which would be driven by cascading pulldown choice menu. For example, if the first item is chosen, the node would be yellow and if the second one is chosen, it would turn blue. I found this thread in the mailing list archive but I can't figure out where to paste that code... https://www.mail-archive.com/nuke-users@support.thefoundry.co.uk/msg03405.html I'm very new to python so please
Re: [Nuke-users] day rates in the UK
In short, being senior is not just about being great, it's about achieving the quality on time and in budget. If you can do that then you may be worth your expectations. I couldn't agree more. It's years of experience that enables people to delivery within the context of a show and problem solve with the right priorities in mind, not just the skill to make something look amazing (regardless of the time and resources it may require). This sort of experience should enable you to keep your value as an artist up. while you may be way more expensive than a junior, you will need way less time to deliver what's required, so the bottom line for the employer is not an increases payroll, but a more efficient delivery schedule. I have had juniors on my team who, despite not being able to do the tricky comps, turned out to be more effective in the grand scheme than some of the seniors. The right combo of experienced seniors/leads and juniors can be quite amazing in terms of efficiency and quality. Unfortunately, companies often do not value experience because it seems expensive on paper, when all they do is compare the hourly/daily rate for juniors and seniors; particularly when those companies are managed by accountant type people that don't understand or want to understand the actual work the company is doing. On 16/03/14 13:20, Howard Jones wrote: Taking this from a different angle. Not every show is uber VFX. Some shows cannot afford that level or even require that level. They still need VFX. Does that mean they can't afford senior compositors? No, if anything it means they cant afford not to hire seniors. Why? Because if budgets are tight, you need to hit the ground running. So hypothetically thinking... I need to hire a senior, not because the work is uber-hard or requires uberVFX. It doesn't (always). It's hard enough, requires consummate keying skills/ problem solving but it's not cutting edge. Too hard for a genuine mid range artist, requires a senior. Now here's the problem. Finding a senior who can tailor their VFX to suit the budget. I dont want cheap crap, I don't need uberVFX, I need good enough and fast. Often I find a lot of time is wasted getting the seniors to work down to the show's expectations and budget. In short too much pixel fucking. However at the end of the day I would still want a senior and pay what is affordable. Just a good senior on a simpler show should be faster, less demanding, than a junior/mid. (If only) I guess there are a range of shops you can go to to fill up your trolley, but if you pay a bit more you expect a better quality. Whether quality translates to good enough and fast or perfect and considered, depends on show budget. However good enough and slow at a premium rate is just a waste. In short, being senior is not just about being great, it's about achieving the quality on time and in budget. If you can do that then you may be worth your expectations. Howard On 15 Mar 2014, at 02:53, Neil Scholes n...@uvfilms.co.uk wrote: Absofrigin-lutley! Very interesting thread, and considering the shear skill set needed and uber high level of expertise required for great vfx creation, the right price can always be negotiated confidently and reasonably. Neil Scholes Sent from my iPad On 14 Mar 2014, at 23:37, adam jones adam@mac.com wrote: well said frank. you have put into word in an elegant way what I try and explain to people all of the time, its a slow road but the more artists that think this way the easier it will become. cheers -adam On 15/03/2014, at 10:20 AM, Frank Rueter|OHUfx fr...@ohufx.com wrote: Either way, most qualified people I know tend to be under paid, and based on my experience, companies will always try
Re: [Nuke-users] day rates in the UK
Totally agree. Just because we are more flexible in post has created a culture of creative micro management that is equivalent to man handling actors on set rather than letting them act On 3/21/14, 12:25 PM, matt estela wrote: On 21 March 2014 10:09, Elias Ericsson Rydberg elias.ericsson.rydb...@gmail.com wrote: In all kinds of productions there seems to be a heavy reliance on the director. That's the standard I guess. Should not we, the vfx-artists, be the authority of our own domain? I do wonder if non cg fx heavy films of the past were as reliant on director approval as they are today. Using raiders as the example again, was Spielberg really approving every rock, every mine cart that was created for the mine chase sequence, sending shots back 10, 50, 100 times for revisions? Or as I suspect, was there the simple reality of 'we need to make these things, that takes time, you really can't change much once we start shooting miniatures.'? The ability for digital to change anything and everything is both the best and worst thing that happened to post production. ___ 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 -- vfx compositing | workflow customisation and consulting ___ 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] day rates in the UK
reacting to what they're seeing than directing what they would like to see Amen to that and everything else in your post. I could list a few names of "visionary" directors here :-D It is really good to see so many experiences people chime in here with pretty much the same experience/opinion. As most of you will know, all of this has been discusses a lot in the past year through the VES, VFX TownHall and other formal and informal groups. The more we can have those sort of discussions in public places, the more we will help raise awareness for all of the problems mentioned in this thread, and awareness is always the first step to finding solutions. Great thread, keep it coming! frank On 3/23/14, 1:26 PM, Ivan Busquets wrote: In my first job in the industry I had the chance to work with a great editor. He taught me something I still remember almost on a daily basis. He had made the transition from physical film-cutting to non-linear editing systems, and had this opinion about the many benefits that non-linear editing brought to the table. "It's obviously great and makes my job so much easier, and I wouldn't want to ever look back. However, it is now so easy to make a cut that a lot of editors/directors never commit to one. They'll cut on a certain frame, then try a couple of frames later, then a couple of frames earlier, then one more, then leave it there temporarily to revisit later. When you're physically cutting a reel of film, there's something permanent about it that urges you to THINK why you want to cut on that frame and not on any other, and then COMMIT to that decision." I firmly believe that the analogy applies to many technological advances in our industry. There is a growing belief that some changes in post are fast/cheap enough that the exercise of THINKING and COMMITTING just keeps getting delayed. The process then becomes reactive, with clients/supervisors spending more time reacting to what they're seeing than directing what they would like to see. And with it comes the frustration when, iteration after iteration, they're still not seeing something they "like". We've all seen it: - I don't know what kind of look I'm going to want for this, so I'll just shoot it as neutral as possible and choose between different looks later. - I want to keep the edit open as you guys work on these shots, so I can make the decisions on what should be in or out LATER, because it's so much easier to do once I see how these shots are coming together. - I can't judge this animation until it has proper motion blur, lighting, and I can see it integrated in the plate. (This one is particularly infuriating, and makes me wonder how are these people able to judge storyboards before they shoot the whole thing) Studios have learnt to protect themselves a bit against this, managing client's expectations, planning staged deliveries, etc. But ultimately, our line of work is very subjective, so it always takes someone with a strong vision and the ability to convey that vision for things to go more or less smoothly. The most successful projects I've ever worked on have a few of things in common: - A clear vision from a very early stage. - A strong leadership - Very little or no micromanaging. Every once in a blue moon, those 3 line up and you are reminded of how much fun this job can be. On Thu, Mar 20, 2014 at 5:29 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote: Totally agree. Just because we are more flexible in post has created a culture of creative micro management that is equivalent to man handling actors on set rather than letting them act On 3/21/14, 12:25 PM, matt estela wrote: On 21 March 2014 10:09, Elias Ericsson Rydberg elias.ericsson.rydb...@gmail.com
Re: [Nuke-users] Greenscreen studio cam/setup
I just came back from a shoot where I did just that - insist on 2k compression. We were meant to shoot 3k raw but since production failed to secure a T-Link, 2k prores was the next best thing I could ask for. I told them 422 would be unacceptable for vfx, especially for keying. I always ask the vfx house why and they shrug their shoulders The only "problem" on set is simply the increased data rate, hence the need to swap ou the card a little more more often and require more disc space (and a little bit of more time) for the data wrangler to manage backups etc. I can see this as an argument for drama only shots when you try to decide between 2k and 4k raw, but in I would never take this as an excuse to shoot 422 footage for vfx use. I'd rather not take the job. The more severe reason for this is usually simply lack of knowledge on the production side and lack of communication up front to establish the required camera settings before it's too late. It's a good idea to have the camera's spec sheet handy and refer to that before the shoot to avoid any misconceptions. Sorry if this sounds a bit smart-arsy, but since I just had that very scenario last week I thought I'd chime in. Cheers, frank On 3/30/14, 1:23 PM, Deke Kincaid wrote: The lowend Alexa shoots 12 bit Prores 444 on the SxS cards in LogC. Though for whatever reason tv shows always seem to shoot it in 422 mode. I'm not sure if it's out of habit or they are trying to get more time on each SxS card? I always ask the vfx house why and they shrug their shoulders and say they couldn't sway production to do it differently. I would just try to push production to shot prores 444 instead of getting another device. -- Deke Kincaid Creative Specialist The Foundry Skype:dekekincaid Tel:(310) 399 4555-Mobile: (310)883 4313 Web:www.thefoundry.co.uk Email: d...@thefoundry.co.uk On Sat, Mar 29, 2014 at 4:10 PM, J Bills jbillsn...@flickfx.com wrote: Hey y'all - might be a little behind the curve here but doing a batch of greenscreen shots shot on Alexa and it's pretty ratty. this is 4:2:2, but just doing a couple of google searches shows that there's a not terribly expensive (relatively) "Gemini" recorder that can get 4:4:4 off of it, so it seems like I might need to forward a couple of links and make some "suggestions" for next time. ;) Just curious since I've not looked into it for a while - is there a new killer setup that can get nice clean 4:4:4 GS HD footage on a reasonable budget? bonus points for 10 bit, log, dng, etc. You hear blips about the Blackmagic cams or Magic Lantern setups or whatever but I'm just curious if anyone has been keying any of this stuff and been impressed with anything, or done some testing? Anything reasonably portable out there you've come across or do you still need to tether to a RAID and capture through HDMI? NAB is just around the corner! ___ 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 -- vfx compositing | workflow customisation and consulting ___ 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] Greenscreen studio cam/setup
Yeah, we shot everything on 800 which seems to be every DOPs' standard flavor. I also had to fight with the gaffer to give me a little bit of light on his rather orange "green screen". He kept insisting that, because it was perfectly on exposure, "it will sing - trust me". The fact that the colour of a green screen is important as well didn't seem to occur to him at all (quote: "the colour is shit but it's perfectly exposed"). I had to show him GreenScreener on my phone to convince him that some lighting was in order, though he refused to give me the blue/green gels I was asking for, so I now have a perfectly exposed orange screen with under exposed warm interior in the fg. Can't wait to get the plates :) On 4/2/14, 11:00 AM, Howard Jones wrote: We had a problem on a shoot a few years ago. Was 4:4:4 afaik on an Arri but at the time they were recommending 800 ASA. As it was a night scene the DOP underlit. Now because of the gamma curve, especially as it was set to gain detail in blacks, the noise levels were awful. Worst keying I've ever had to do. I understand 200 ASA is now recommended. Unfortunatly here 4:4:4 didn't help at all. Howard On 1 Apr 2014, at 22:19, Frank Rueter|OHUfx fr...@ohufx.com wrote: I just came back from a shoot where I did just that - insist on 2k compression. We were meant to shoot 3k raw but since production failed to secure a T-Link, 2k prores was the next best thing I could ask for. I told them 422 would be unacceptable for vfx, especially for keying. I always ask the vfx house why and they shrug their shoulders The only "problem" on set is simply the increased data rate, hence the need to swap ou the card a little more more often and require more disc space (and a little bit of more time) for the data wrangler to manage backups etc. I can see this as an argument for drama only shots when you try to decide between 2k and 4k raw, but in I would never take this as an excuse to shoot 422 footage for vfx use. I'd rather not take the job. The more severe reason for this is usually simply lack of knowledge on the production side and lack of communication up front to establish the required camera settings before it's too late. It's a good idea to have the camera's spec sheet handy and refer to that before the shoot to avoid any misconceptions. Sorry if this sounds a bit smart-arsy, but since I just had that very scenario last week I thought I'd chime in. Cheers, frank On 3/30/14, 1:23 PM, Deke Kincaid wrote: The lowend Alexa shoots 12 bit Prores 444 on the SxS cards in LogC. Though for whatever reason tv shows always seem to shoot it in 422 mode. I'm not sure if it's out of habit or they are trying to get more time on each SxS card? I always ask the vfx house why and they shrug their shoulders and say they couldn't sway production to do it differently. I would just try to push production to shot prores 444 instead of getting another device. -- Deke Kincaid Creative Specialist The Foundry Skype:dekekincaid Tel:(310) 399 4555-Mobile: (310)883 4313 Web:www.thefoundry.co.uk Email: d...@thefoundry.co.uk On Sat, Mar 29, 2014 at 4:10 PM, J Bills jbillsn...@flickfx.com wrote: Hey y'all - might be a little behind the curve here but doing a batch of greenscreen shots shot on Alexa and it's pretty ratty. this is 4:2:2, but just doing a couple of google searches shows that there's a not terribly
Re: [Nuke-users] Linux read DNxHD Quicktimes
Well, in Nuke chances are that you may need FrameHolds or other retime nodes that require multiples frames to be read from the input clip at the same time. That is usually when quicktime files fall apart and frame sequences can't be beaten for efficiency and stability. In Hiero you are much less likely to do that sort of thing. On 3/31/14, 6:16 PM, Jimmy Christensen wrote: Hiero uses pretty much the same reader as in Nuke, so even for Hiero the prefered solution is to not use MOVs (on Linux that is). Hilsen Jimmy Christensen Developer Ghost A/S On 28/03/14 18:57, Thomas Volkmann wrote: Yes, the common procedure when working in Nuke is to convert all the quicktimes before. But I have the same problem in HieroPlayer and converting all the shots for a whole movie is not a option I'm afraid :/ cheers, Thomas Nathan Rusch nathan_ru...@hotmail.com hat am 28. März 2014 um 18:45 geschrieben: The best solution is to not use MOVs in Nuke. There are numerous stability problems with various codecs, especially on Linux. -Nathan *From:* Thomas Volkmann mailto:li...@thomasvolkmann.com *Sent:* Friday, March 28, 2014 10:34 AM *To:* Nuke user discussion mailto:nuke-users@support.thefoundry.co.uk *Subject:* Re: [Nuke-users] Linux read DNxHD Quicktimes So what is the workaround? I just tried using the system libraries, but that gave me a segmentation fault :/ Nathan Rusch nathan_ru...@hotmail.com hat am 28. März 2014 um 18:27 geschrieben: Nuke’s ffmpegReader plugin has certain codecs blacklisted, some because of licensing issues and others for unknown reasons. DNxHD is definitely on that list in 7.0, and even though the plugin has changed in 8.0, there is still a codecBlacklist.h file included that I can only assume still contains DNxHD. -Nathan *From:* Thomas Volkmann mailto:li...@thomasvolkmann.com *Sent:* Friday, March 28, 2014 9:29 AM *To:* Nuke user discussion mailto:nuke-users@support.thefoundry.co.uk *Subject:* Re: [Nuke-users] Linux read DNxHD Quicktimes Didn't know about that one, thanks. But unfortunately Nuke continues to give me "unsupported codec" :/ Py Fave pyf...@gmail.com hat am 28. März 2014 um 17:09 geschrieben: add ffmpeg: in loader url ? ffmpeg:/home/user/myvideo.mov 2014-03-28 15:18 GMT+01:00 Thomas Volkmann li...@thomasvolkmann.com: Hi, my Nuke and HieroPlayer installations (Fedora20) are not able to read DNxHD Quicktimes. What is the regular procedure to get this to work? I have no problem watching them with different players. Google brought up a couple of threads, but the useful one ended with "I got it to work" :/ thanks, Thomas ___ 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/
Re: [Nuke-users] Greenscreen studio cam/setup
We are shooting a test with the Epic Dragon next week. I might do a wedge with green and blue gels to have something in my back pocket for the next onset argument :-D On 4/2/14, 7:30 PM, Howard Jones wrote: Funny we had a DOP refusing green gels recently though he did come round in the end. Howard On 2 Apr 2014, at 05:55, Frank Rueter|OHUfx fr...@ohufx.com wrote: Yeah, we shot everything on 800 which seems to be every DOPs' standard flavor. I also had to fight with the gaffer to give me a little bit of light on his rather orange "green screen". He kept insisting that, because it was perfectly on exposure, "it will sing - trust me". The fact that the colour of a green screen is important as well didn't seem to occur to him at all (quote: "the colour is shit but it's perfectly exposed"). I had to show him GreenScreener on my phone to convince him that some lighting was in order, though he refused to give me the blue/green gels I was asking for, so I now have a perfectly exposed orange screen with under exposed warm interior in the fg. Can't wait to get the plates :) On 4/2/14, 11:00 AM, Howard Jones wrote: We had a problem on a shoot a few years ago. Was 4:4:4 afaik on an Arri but at the time they were recommending 800 ASA. As it was a night scene the DOP underlit. Now because of the gamma curve, especially as it was set to gain detail in blacks, the noise levels were awful. Worst keying I've ever had to do. I understand 200 ASA is now recommended. Unfortunatly here 4:4:4 didn't help at all. Howard On 1 Apr 2014, at 22:19, Frank Rueter|OHUfx fr...@ohufx.com wrote: I just came back from a shoot where I did just that - insist on 2k compression. We were meant to shoot 3k raw but since production failed to secure a T-Link, 2k prores was the next best thing I could ask for. I told them 422 would be unacceptable for vfx, especially for keying. I always ask the vfx house why and they shrug their shoulders The only "problem" on set is simply the increased data rate, hence the need to swap ou the card a little more more often and require more disc space (and a little bit of more time) for the data wrangler to manage backups etc. I can see this as an argument for drama only shots when you try to decide between 2k and 4k raw, but in I would never take this as an excuse to shoot 422 footage for vfx use. I'd rather not take the job. The more severe reason for this is usually simply lack of knowledge on the production side and lack of communication up front to establish the required camera settings before it's too late. It's a good idea to have the camera's spec sheet handy and refer to that before the shoot to avoid any misconceptions. Sorry if this sounds a bit smart-arsy, but since I just had that very scenario last week I thought I'd chime in. Cheers, frank On 3/30/14, 1:23 PM, Deke Kincaid wrote: The lowend Alexa shoots 12 bit Prores 444 on the SxS cards in LogC. Though for whatever reason tv shows always seem to shoot it in 422 mode. I'm not sure if it's out of habit or they are trying to get more time on each SxS card? I always ask the vfx house why and they shrug their shoulders and say they couldn't sway production to do it differently. I would just try to push production to shot pror
Re: [Nuke-users] nuke studio
But the idea is to be able to easily hook up whatever render farm you have going to extend the off-the-shelve implementation. On 4/9/14, 12:15 PM, Chris Noellert wrote: Damn. On Apr 8, 2014, at 5:13 PM, Deke Kincaid d...@thefoundry.co.uk wrote: Hi Gary At the moment the background render nodes are just on your local machine so you can saturate your available resources (frame per core). No external machine support yet as far as I know. -deke On Tuesday, April 8, 2014, Gary Jaeger g...@corestudio.com wrote: Interesting. I will be curious to hear how those can be managed to coexist with, say, our rush render farm so that they arent running into each other. On Apr 8, 2014, at 1:51 PM, Deke Kincaid d...@thefoundry.co.uk wrote: Not really an actualrender farm per say but what we do is launch a bunch of background render nodeswhich lie in wait. When you open a timeline or modify a comp they all start rendering framesahead in the comp to disk wherever the write nodes are pointing to. So it's like having an on demand render farm for your interactive session. -deke On Tuesday, April 8, 2014, Gary Jaeger g...@corestudio.com wrote: And was I imagining things or did the mention some kind of integrated render farm solution? On Apr 8, 2014, at 12:54 PM, Chris Noellert cnoell...@gmail.com wrote: Strikes me that youre seeing a pyramid effect of products where the apex is Nuke Studio which combines all the best pieces for the current editorial/comp packages. Arguably you have Nuke and Heiro player on the bottom row, followed by NukeX and Heiro on the next row and toped by NukeStudio. This is a rather similar sort of set up that Autodesk had/has and tends to be one that facility owners can quickly grasp. The more likely you are to have a client standing over your shoulder the higher the cost of the product and the more all inclusive it becomes. From the worker-bee perspective, its totally based on need. Most compositors arent going to need a full Heiro license and likewise most effects editorial folks wont need a full Nuke license. From my perspective Nuke
[Nuke-users] OT - transcoding times with RedCineX Pro and Red Dragon footage
Hi all, just back from a camera test trying to transcode 6k footage form the Red Dragon with the latest version of RedCineX (because Nuke doesn't support those files yes), and am horrified to find transcoding times of 40-60 seconds per frame (outputting 2k dpx files). Just the other day I was transcoding 8k SF65 files at about 2 seconds per frame on the same machine (slightly older quad core iMac). Was trying to install RedCineX Pro on my PC (which has much more grunt), but the windows installer throws "missing DLL" errors and unfortunately there is no linux build afaik. Has anybody had any experience with transcoding 6k Dragon files? Cheers, frank -- vfx compositing | workflow customisation and consulting ___ 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] test
nothing like email problems in the morning... -- vfx compositing | workflow customisation and consulting ___ 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] from/minus in roto node
I have used roto in the past to work on data channels such as motion vectors, in which case negative values are quite important. It's more of an educational problem than a software feature problem I think, but I guess a clamp option might be a reasonable thing to request. On 19/04/14 07:01, Nathan Rusch wrote: Keep in mind that those same blending modes apply to paint strokes as well, where there may actually be a reason to use straight subtraction. -Nathan From: Deke Kincaid Sent: Friday, April 18, 2014 11:44 AM To: Nuke user discussion Subject: Re: [Nuke-users] from/minus in roto node Hi John To give you a non answer. Fortunately or unfortunately with all our tools we give you enough rope to hang yourself with. None of our tools hide anything from the user and do the same math in the roto node that the merge node. As you mentioned though we should probably have something like a mask/stencil and also something like a clamp black/white option in the roto node. I would email support and have them add a feature request for this. Bring up to them why a from/minus is not good and why a mask/stencil is better. supp...@thefoundry.co.uk -- Deke Kincaid Creative Specialist The Foundry Skype: dekekincaid Tel: (310) 399 4555 - Mobile: (310) 883 4313 Web: www.thefoundry.co.uk Email: d...@thefoundry.co.uk On Fri, Apr 18, 2014 at 8:38 AM, John Mangia j...@johnmangia.com wrote: Wondering if one of the Foundry folks might be able to answer why there is a from/minus layer mode in the roto node when it ends up creating negative values (something you never want in an alpha). It's been like this forever and I'd rather have mask/stencil modes available. Coming from Shake I've always done my in/out roto in separate nodes but I was noticing some folks who are learning nuke using the internal roto modes and being unaware of the negative value problem. Thanks. -- John Mangia 908.616.1796 j...@johnmangia.com ___ 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 ___ 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 -- vfx compositing | workflow customisation and consulting ___ 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] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
Hi all, I am using Nuke 8.0v4 on Kubuntu 12.10 and keep getting the ol' glibc error every few mouse clicks: *** glibc detected *** Nuke8.0: double free or corruption (fasttop): 0x08db7ed0 *** I used to use Nuke 7 just fine on the same machine and the crashes are so frequent that Nuke 8 is practically unusable on my linux box and I am considering rolling back to 7. I have contacted support and they are looking into it, but I was wondering if anybody else seeing this issue? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Removing light flicker
I often find that the easiest deflicker setup works best and fastest for global flicker: use a frame hold to and divide a blurred version of it by the moving footage that is blurred by the same amount. Than multiply the result back onto the original footage: Group { inputs 0 name Group1 label flickering footage selected true xpos -329 ypos -406 } CheckerBoard2 { inputs 0 name CheckerBoard1 xpos -166 ypos -317 } Transform { rotate {{frame*10}} scale 1.8 center {1024 778} name Transform1 xpos -166 ypos -245 } Multiply { value {{random(frame)}} name Multiply1 xpos -166 ypos -219 } Shuffle { alpha white name Shuffle1 xpos -166 ypos -181 } Output { name Output1 xpos -166 ypos -81 } end_group Dot { name Dot2 selected true xpos -295 ypos -304 } set N6b18140 [stack 0] Dot { name Dot3 selected true xpos -65 ypos -304 } Blur { size 2000 name Blur1 label adjust to balance deflicker and ghosting selected true xpos -99 ypos -275 } set N6bf6420 [stack 0] Dot { name Dot1 selected true xpos 80 ypos -259 } FrameHold { first_frame 1 name FrameHold1 label frame at which to retain luminance selected true xpos 46 ypos -223 } Dot { name Dot4 selected true xpos 80 ypos -173 } push $N6bf6420 Merge2 { inputs 2 operation divide name Merge1 selected true xpos -99 ypos -177 } push $N6b18140 Merge2 { inputs 2 operation multiply name Merge2 selected true xpos -329 ypos -177 } On 27/04/14 08:42, Magno Borgo wrote: Hi! Looking for tips and tricks on removing light flicker from stop motion/timelapse animation in post, any leads? Nuke preferably, but also open to plugins and other options. Thanks in advance. -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Removing light flicker
No worries. I often come back to this simple method after trying the more elaborate methods like Furnace etc. If this doesn't do the job, CurveTools is a good way to visualise what's going on before and after the deflicker, and of course to do the actual deflicker with a more technical approach. On 4/28/14, 3:52 AM, Richard Bobo wrote: Frank, Keeping it for future reference - thanks! I've used GenArts/Sapphire FlickerMatch in the past and had good results, but *free* is always a better solution! ;^) Rich Rich Bobo Senior VFX Compositor Armstrong White Email: rich.b...@armstrong-white.com mailto:rich.b...@armstrong-white.com http://armstrong-white.com/ Email: richb...@mac.com Mobile: (248) 840-2665 Web: http://richbobo.com/ A musician must make music, an artist must paint, a poet must write, if he is to be ultimately at peace with himself. What a man can be, he must be. - Abraham Maslow (1908-1970) American Psychologist On Apr 26, 2014, at 7:52 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: I often find that the easiest deflicker setup works best and fastest for global flicker: use a frame hold to and divide a blurred version of it by the moving footage that is blurred by the same amount. Than multiply the result back onto the original footage: Group { inputs 0 name Group1 label flickering footage selected true xpos -329 ypos -406 } CheckerBoard2 { inputs 0 name CheckerBoard1 xpos -166 ypos -317 } Transform { rotate {{frame*10}} scale 1.8 center {1024 778} name Transform1 xpos -166 ypos -245 } Multiply { value {{random(frame)}} name Multiply1 xpos -166 ypos -219 } Shuffle { alpha white name Shuffle1 xpos -166 ypos -181 } Output { name Output1 xpos -166 ypos -81 } end_group Dot { name Dot2 selected true xpos -295 ypos -304 } set N6b18140 [stack 0] Dot { name Dot3 selected true xpos -65 ypos -304 } Blur { size 2000 name Blur1 label adjust to balance deflicker and ghosting selected true xpos -99 ypos -275 } set N6bf6420 [stack 0] Dot { name Dot1 selected true xpos 80 ypos -259 } FrameHold { first_frame 1 name FrameHold1 label frame at which to retain luminance selected true xpos 46 ypos -223 } Dot { name Dot4 selected true xpos 80 ypos -173 } push $N6bf6420 Merge2 { inputs 2 operation divide name Merge1 selected true xpos -99 ypos -177 } push $N6b18140 Merge2 { inputs 2 operation multiply name Merge2 selected true xpos -329 ypos -177 } On 27/04/14 08:42, Magno Borgo wrote: Hi! Looking for tips and tricks on removing light flicker from stop motion/timelapse animation in post, any leads? Nuke preferably, but also open to plugins and other options. Thanks in advance. -- ohufxLogo_50x50.png http://www.ohufx.com/ *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Nuke to Photoshop alpha issue
Nuke would be doing the comp in linear light, whereas PS does it sRGB, so you are probably looking at a gamma discrepancy of around 2.2. On 4/30/14, 1:51 AM, Florian Einfalt wrote: Sorry Deke, that doesn't work either. I have a feeling it is happening on the PS side of things. When I bring the PNG back into Nuke it looks exactly like the original. Anyone familiar with Photoshop's alpha treatment? On 29 April 2014 14:42, Deke Kincaid d...@thefoundry.co.uk mailto:d...@thefoundry.co.uk wrote: Maybe you have a straight alpha instead of a premultiplied one. So try just adding a premult node. -deke On Tuesday, April 29, 2014, Florian Einfalt florian.einf...@saddingtonbaynes.com mailto:florian.einf...@saddingtonbaynes.com wrote: Hi Deke, thanks for that, did it just now and it doesn't change anything unfortunately. When does the sRGB LUT get applied actually? Thanks. Flo On 29 April 2014 14:28, Deke Kincaid d...@thefoundry.co.uk wrote: Nuke needs to unpremultiply the alpha before applying the sRGB lut and the premultiply it again. Did you check the premultiplied box in the read node properties next to the lut selection? -deke On Tuesday, April 29, 2014, Florian Einfalt florian.einf...@saddingtonbaynes.com wrote: I have tried to use: png 8 and 16 bit exr 16bit float tiff 8 and 16bit Same behavior with all of them. On 29 April 2014 12:20, Martin Constable jackyoungbl...@me.com wrote: An obvios suggestion maybe, but have you thought about moving your workflow to tiffs? Or exrs? PNGs do not store info as floating point. They use integers instead. This might be at the root of yr problem. On 29 Apr, 2014, at 6:56 PM, Florian Einfalt florian.einf...@saddingtonbaynes.com wrote: I tried both using 8bit per pixel and 16bit per pixel. No difference unfortunately. Flo On 29 April 2014 11:51, Martin Constable jackyoungbl...@me.com wrote: Are yr pngs in 24 bit? That might help. On 29 Apr, 2014, at 6:45 PM, Florian Einfalt florian.einf...@saddingtonbaynes.com wrote: Hello, I am having this problem with PNGs from Nuke that I need to deliver in a Photoshop psd-file. This specifically concerns the shadow pass of my comp but generally there is a discrepancy on everything that is not solidly opaque. My workflow is as follows: - I write my 8-bit PNG out of Nuke using the sRGB colorspace. - When I open the rendered PNG in Photoshop I assign the sRGB color profile and over a 'transparent' background the shadow looks to have similar density to the one in Nuke. - When I comp that layer over a white background though, the shadow is suddenly more dense than in Nuke. Also, there is a much harsher fall-off in the shadow. Is this because Photoshop treats alpha information differently from Nuke? I thought I can maybe counteract this by additional grading in Nuke but even when I grade the alpha gamma to 0.4545 in Nuke and then write the PNG I get closer but not exactly to the same result. Does anyone have a suggestion? Thanks. Florian -- Florian Einfalt Senior Digital Artist T +44 (0)20 7833 3032 M +44 (0)7808669580 florian.einf...@saddingtonbaynes.com Saddington Baynes Ltd | Studio 3, 21 Wren Street. London WC1X 0HF. United Kingdom | Map Disclaimer | Printing? Consider the environment.
Re: [Nuke-users] Nuke to Photoshop alpha issue
oops, sorry, Randy had already said the same - ignore me :) On 4/30/14, 11:21 AM, Frank Rueter|OHUfx wrote: Nuke would be doing the comp in linear light, whereas PS does it sRGB, so you are probably looking at a gamma discrepancy of around 2.2. On 4/30/14, 1:51 AM, Florian Einfalt wrote: Sorry Deke, that doesn't work either. I have a feeling it is happening on the PS side of things. When I bring the PNG back into Nuke it looks exactly like the original. Anyone familiar with Photoshop's alpha treatment? On 29 April 2014 14:42, Deke Kincaid d...@thefoundry.co.uk mailto:d...@thefoundry.co.uk wrote: Maybe you have a straight alpha instead of a premultiplied one. So try just adding a premult node. -deke On Tuesday, April 29, 2014, Florian Einfalt florian.einf...@saddingtonbaynes.com mailto:florian.einf...@saddingtonbaynes.com wrote: Hi Deke, thanks for that, did it just now and it doesn't change anything unfortunately. When does the sRGB LUT get applied actually? Thanks. Flo On 29 April 2014 14:28, Deke Kincaid d...@thefoundry.co.uk wrote: Nuke needs to unpremultiply the alpha before applying the sRGB lut and the premultiply it again. Did you check the premultiplied box in the read node properties next to the lut selection? -deke On Tuesday, April 29, 2014, Florian Einfalt florian.einf...@saddingtonbaynes.com wrote: I have tried to use: png 8 and 16 bit exr 16bit float tiff 8 and 16bit Same behavior with all of them. On 29 April 2014 12:20, Martin Constable jackyoungbl...@me.com wrote: An obvios suggestion maybe, but have you thought about moving your workflow to tiffs? Or exrs? PNGs do not store info as floating point. They use integers instead. This might be at the root of yr problem. On 29 Apr, 2014, at 6:56 PM, Florian Einfalt florian.einf...@saddingtonbaynes.com wrote: I tried both using 8bit per pixel and 16bit per pixel. No difference unfortunately. Flo On 29 April 2014 11:51, Martin Constable jackyoungbl...@me.com wrote: Are yr pngs in 24 bit? That might help. On 29 Apr, 2014, at 6:45 PM, Florian Einfalt florian.einf...@saddingtonbaynes.com wrote: Hello, I am having this problem with PNGs from Nuke that I need to deliver in a Photoshop psd-file. This specifically concerns the shadow pass of my comp but generally there is a discrepancy on everything that is not solidly opaque. My workflow is as follows: - I write my 8-bit PNG out of Nuke using the sRGB colorspace. - When I open the rendered PNG in Photoshop I assign the sRGB color profile and over a 'transparent' background the shadow looks to have similar density to the one in Nuke. - When I comp that layer over a white background though, the shadow is suddenly more dense than in Nuke. Also, there is a much harsher fall-off in the shadow. Is this because Photoshop treats alpha information differently from Nuke? I thought I can maybe counteract this by additional grading in Nuke but even when I grade the alpha gamma to 0.4545 in Nuke and then write the PNG I get closer but not exactly to the same result. Does anyone have a suggestion? Thanks. Florian -- Florian Einfalt Senior Digital Artist T +44 (0)20 7833 3032 M +44 (0)7808669580 florian.einf...@saddingtonbaynes.com Saddington Baynes Ltd | Studio 3, 21 Wren Street. London WC1X 0HF. United Kingdom | Map
Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
Out if interest do you have skype installed. (We're about to) I do. Will that interfere with Nuke? :) On 5/2/14, 8:09 PM, Howard Jones wrote: We're running Nuke 8.03 on centos fine here. Our systems are quite bareboned. Out if interest do you have skype installed. (We're about to) Howard On 2 May 2014, at 03:07 am, Matt Griffith mgriff...@mechnology.com wrote: Frank, Yeah, I've been getting crashes like that with all the 8.0 (including 8.0v4) on CentOS (6.5). Thinking about rolling back to Nuke 7 here too. Cheers! -Matt On 14-05-01 06:20 PM, Patrick Heinen wrote: Hey Frank, I'm starting to get the same error over here Nuke 7v10 though and under CentOS. Did you hear back from support yet? cheers, Patrick Frank Rueter|OHUfx wrote on 21.04.2014 18:45: Hi all, I am using Nuke 8.0v4 on Kubuntu 12.10 and keep getting the ol' glibc error every few mouse clicks: *** glibc detected *** Nuke8.0: double free or corruption (fasttop): 0x08db7ed0 *** I used to use Nuke 7 just fine on the same machine and the crashes are so frequent that Nuke 8 is practically unusable on my linux box and I am considering rolling back to 7. I have contacted support and they are looking into it, but I was wondering if anybody else seeing this issue? Cheers, frank -- vfx compositing http://ohufx.com/index.php/vfx-compositing | workflow customisation and consulting http://ohufx.com/index.php/vfx-customising ___ 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 ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
Glad I'm not the only one. Support is looking into it. I have supplied a few crash reports but that's it o far. On 5/2/14, 2:07 PM, Matt Griffith wrote: Frank, Yeah, I've been getting crashes like that with all the 8.0 (including 8.0v4) on CentOS (6.5). Thinking about rolling back to Nuke 7 here too. Cheers! -Matt On 14-05-01 06:20 PM, Patrick Heinen wrote: Hey Frank, I'm starting to get the same error over here Nuke 7v10 though and under CentOS. Did you hear back from support yet? cheers, Patrick Frank Rueter|OHUfx wrote on 21.04.2014 18:45: Hi all, I am using Nuke 8.0v4 on Kubuntu 12.10 and keep getting the ol' glibc error every few mouse clicks: *** glibc detected *** Nuke8.0: double free or corruption (fasttop): 0x08db7ed0 *** I used to use Nuke 7 just fine on the same machine and the crashes are so frequent that Nuke 8 is practically unusable on my linux box and I am considering rolling back to 7. I have contacted support and they are looking into it, but I was wondering if anybody else seeing this issue? Cheers, frank -- vfx compositing http://ohufx.com/index.php/vfx-compositing | workflow customisation and consulting http://ohufx.com/index.php/vfx-customising ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
Mine is pretty vanilla as well, in fact, I just reinstalled the entire operating system. After that, I installed a few things for my pipeline like msttcorefonts, tcsh, nfs-common and openssh-server. Also mono (for deadline) and nvidia drivers came next (still a pain). Then a few programs such as vim, thunderbird, firefox, nuke, hiero, deadline, rv, mocha. Also had to run boot-repair to fix grub (because I came from a dual boot setup). The rest is just adding users, groups and mount points and respective entries in /etc/hosts and fstab... That's my setup in a nutshell. On 5/3/14, 3:19 PM, Matt Griffith wrote: No skype installed here. Pretty vanilla CentOS 6.5 too, with the exception of having built and installed gcc-4.1.2 so I can dev/build plugins. On 14-05-02 08:14 PM, Frank Rueter|OHUfx wrote: Out if interest do you have skype installed. (We're about to) I do. Will that interfere with Nuke? :) On 5/2/14, 8:09 PM, Howard Jones wrote: We're running Nuke 8.03 on centos fine here. Our systems are quite bareboned. Out if interest do you have skype installed. (We're about to) Howard On 2 May 2014, at 03:07 am, Matt Griffithmgriff...@mechnology.com wrote: Frank, Yeah, I've been getting crashes like that with all the 8.0 (including 8.0v4) on CentOS (6.5). Thinking about rolling back to Nuke 7 here too. Cheers! -Matt On 14-05-01 06:20 PM, Patrick Heinen wrote: Hey Frank, I'm starting to get the same error over here Nuke 7v10 though and under CentOS. Did you hear back from support yet? cheers, Patrick Frank Rueter|OHUfx wrote on 21.04.2014 18:45: Hi all, I am using Nuke 8.0v4 on Kubuntu 12.10 and keep getting the ol' glibc error every few mouse clicks: *** glibc detected *** Nuke8.0: double free or corruption (fasttop): 0x08db7ed0 *** I used to use Nuke 7 just fine on the same machine and the crashes are so frequent that Nuke 8 is practically unusable on my linux box and I am considering rolling back to 7. I have contacted support and they are looking into it, but I was wondering if anybody else seeing this issue? Cheers, frank -- vfx compositinghttp://ohufx.com/index.php/vfx-compositing | workflow customisation and consultinghttp://ohufx.com/index.php/vfx-customising ___ 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 ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
I'm using driver version 304.116 (which is what came down via nvidia-current) with a GTX 680. On 5/3/14, 3:45 PM, Matt Griffith wrote: Heh, your setup sounds almost identical to mine (except Cent instead of Kubuntu, no msttcorefonts, and no mocha). Everything else though is the same. Out of curiosity (probably doesn't relate to anything), what nvidia drivers are you on? I'm using 331.67 here (with a 670 card). Cheers! -Matt On 14-05-02 08:33 PM, Frank Rueter|OHUfx wrote: Mine is pretty vanilla as well, in fact, I just reinstalled the entire operating system. After that, I installed a few things for my pipeline like msttcorefonts, tcsh, nfs-common and openssh-server. Also mono (for deadline) and nvidia drivers came next (still a pain). Then a few programs such as vim, thunderbird, firefox, nuke, hiero, deadline, rv, mocha. Also had to run boot-repair to fix grub (because I came from a dual boot setup). The rest is just adding users, groups and mount points and respective entries in /etc/hosts and fstab... That's my setup in a nutshell. On 5/3/14, 3:19 PM, Matt Griffith wrote: No skype installed here. Pretty vanilla CentOS 6.5 too, with the exception of having built and installed gcc-4.1.2 so I can dev/build plugins. On 14-05-02 08:14 PM, Frank Rueter|OHUfx wrote: Out if interest do you have skype installed. (We're about to) I do. Will that interfere with Nuke? :) On 5/2/14, 8:09 PM, Howard Jones wrote: We're running Nuke 8.03 on centos fine here. Our systems are quite bareboned. Out if interest do you have skype installed. (We're about to) Howard On 2 May 2014, at 03:07 am, Matt Griffithmgriff...@mechnology.com wrote: Frank, Yeah, I've been getting crashes like that with all the 8.0 (including 8.0v4) on CentOS (6.5). Thinking about rolling back to Nuke 7 here too. Cheers! -Matt On 14-05-01 06:20 PM, Patrick Heinen wrote: Hey Frank, I'm starting to get the same error over here Nuke 7v10 though and under CentOS. Did you hear back from support yet? cheers, Patrick Frank Rueter|OHUfx wrote on 21.04.2014 18:45: Hi all, I am using Nuke 8.0v4 on Kubuntu 12.10 and keep getting the ol' glibc error every few mouse clicks: *** glibc detected *** Nuke8.0: double free or corruption (fasttop): 0x08db7ed0 *** I used to use Nuke 7 just fine on the same machine and the crashes are so frequent that Nuke 8 is practically unusable on my linux box and I am considering rolling back to 7. I have contacted support and they are looking into it, but I was wondering if anybody else seeing this issue? Cheers, frank -- vfx compositinghttp://ohufx.com/index.php/vfx-compositing | workflow customisation and consultinghttp://ohufx.com/index.php/vfx-customising ___ 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 ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin
Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
Thanks everybody for chiming in here. Hopefully it will help narrow down the culprit. One thing I forgot to mention: I am working with 4k plates at the moment (log dpx files). Not sure if that has anything to do with it. Been working on a slightly older iMaci the last few days and haven't seen this problem once - though Nuke8 does seem less stable than it's predecessors overall. frank On 5/4/14, 6:14 AM, Neil Ro?gnvaldr Scholes wrote: I just found out that Mint is based upon the Ubuntu/Kubuntu at the library level, so maybe not a kubuntu thing Neil Ro?gnvaldr Scholes www.neilscholes.com On 03/05/14 19:00, Neil Ro?gnvaldr Scholes wrote: Im on Mint 15 XFCE with everything you mentioned installed - except corefonts, deadline and hiero - and Nuke 8 running no probs. nvidia driver 310.44 as part of nvidia current with quadro k5000 Perhaps a Kubuntu thing..? Neil Ro?gnvaldr Scholes www.neilscholes.com On 03/05/14 04:53, Frank Rueter|OHUfx wrote: I'm using driver version 304.116 (which is what came down via nvidia-current) with a GTX 680. ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
Skype is usually too busy breaking itself :-D I have had skype installed on my linux box ever since I set it up and it never seemed to cause any troubles. On 5/4/14, 12:04 AM, Howard Jones wrote: I have no idea unless it installs something conflicting with nuke. But our centos / nuke 8.0v3 installs are working fine. Just hopjng adding skype wont break anything. Howard On 3 May 2014, at 04:14 am, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Out if interest do you have skype installed. (We're about to) I do. Will that interfere with Nuke? :) On 5/2/14, 8:09 PM, Howard Jones wrote: We're running Nuke 8.03 on centos fine here. Our systems are quite bareboned. Out if interest do you have skype installed. (We're about to) Howard On 2 May 2014, at 03:07 am, Matt Griffithmgriff...@mechnology.com wrote: Frank, Yeah, I've been getting crashes like that with all the 8.0 (including 8.0v4) on CentOS (6.5). Thinking about rolling back to Nuke 7 here too. Cheers! -Matt On 14-05-01 06:20 PM, Patrick Heinen wrote: Hey Frank, I'm starting to get the same error over here Nuke 7v10 though and under CentOS. Did you hear back from support yet? cheers, Patrick Frank Rueter|OHUfx wrote on 21.04.2014 18:45: Hi all, I am using Nuke 8.0v4 on Kubuntu 12.10 and keep getting the ol' glibc error every few mouse clicks: *** glibc detected *** Nuke8.0: double free or corruption (fasttop): 0x08db7ed0 *** I used to use Nuke 7 just fine on the same machine and the crashes are so frequent that Nuke 8 is practically unusable on my linux box and I am considering rolling back to 7. I have contacted support and they are looking into it, but I was wondering if anybody else seeing this issue? Cheers, frank -- vfx compositinghttp://ohufx.com/index.php/vfx-compositing | workflow customisation and consultinghttp://ohufx.com/index.php/vfx-customising ___ 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 ___ 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 -- ohufxLogo_50x50.png http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Blink on Nukepedia
Hi all, sorry for the cross-posting. I am hoping to put up a Blink section Nukepedia in the next few days and am wondering if the right approach would be to have a new top level container called Blink (alongside Gizmos, Python, etc). The sub categories would be the same as for gizmos and plugins (i.e. Nuke's default tool categories). It has also been suggested to have tags to note whether a blink script is protected or not (to make it easier for those who a searching for Blink examples to learn). Does that make sense to those of you who write Blink scripts? Please reply to this thread and let me know. Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Blink container now available on Nukepedia
Hi all, sorry for the long delay, life and work keep getting in the way. I have finally set up a Blink container for the uploads/downloads section on Nukepdia for sharing the new goodness. Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] defocus seems to pop between frames
Is this also happening with ZDefocus? If not, just use that with a constant colour in your depth channel. On 3/06/14 5:21 am, Michael Bogen wrote: Try setting the method to full precision. I have also heard that doing that help with speed as the full precision is threaded better. If that makes sense. Hope this helps, Michael On Jun 2, 2014, at 12:09 AM, Darren Coombes darren.coom...@me.com mailto:darren.coom...@me.com wrote: Hi, i've got a script with a defocus going from 200 to 0 over say 500 frames, but every 70 frames or so, it seems to pop or glitch between neighbouring frames and not continue to decrease in value smoothly. Any ideas? Thanks. Darren. *Darren Coombes - VFX Compositor* Check out some of my work*...* http://vimeo.com/82865049 https://vimeo.com/82865049 *Mob: +61 418 631 079* *Skype: darrencoombes* *Twitter: @durwood81* ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] How to load a TCL script thru menu.py
yeah, yeah, I get the hint :-D try nuke.tcl() in the meantime On 6/06/14 11:54 pm, Howard Jones wrote: Hi I’ve just realised I’ve never doen this before but… How do I load a TCL script through menu.py? Basically I want to add a shortcut to load Frank’s SmartRead tool which after umpteen years I still haven’t made a python version. So can I load this through menu.py? (Too many years of typing 'x' then ‘SmartRead'.) Many thanks Howard ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] How to load a TCL script thru menu.py
does Frederik's script work for you? http://www.nukepedia.com/python/misc/readfromwrite On 7/06/14 3:30 pm, Frank Rueter|OHUfx wrote: yeah, yeah, I get the hint :-D try nuke.tcl() in the meantime On 6/06/14 11:54 pm, Howard Jones wrote: Hi I've just realised I've never doen this before but... How do I load a TCL script through menu.py? Basically I want to add a shortcut to load Frank's SmartRead tool which after umpteen years I still haven't made a python version. So can I load this through menu.py? (Too many years of typing 'x' then 'SmartRead'.) Many thanks Howard ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] How to load a TCL script thru menu.py
or this will do it without re-writing anything: menu = nuke.menu('Nodes') item = menu.findItem('Image/Read') item.setScript('nuke.tcl(SmartRead)') On 7/06/14 3:41 pm, Frank Rueter|OHUfx wrote: does Frederik's script work for you? http://www.nukepedia.com/python/misc/readfromwrite On 7/06/14 3:30 pm, Frank Rueter|OHUfx wrote: yeah, yeah, I get the hint :-D try nuke.tcl() in the meantime On 6/06/14 11:54 pm, Howard Jones wrote: Hi I've just realised I've never doen this before but... How do I load a TCL script through menu.py? Basically I want to add a shortcut to load Frank's SmartRead tool which after umpteen years I still haven't made a python version. So can I load this through menu.py? (Too many years of typing 'x' then 'SmartRead'.) Many thanks Howard ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Blink mini-project
Something neat would be to simply draw an animation curve. Would be quite handy for QC and RD workflows as well as drawing the AudioRead's parameters to see waveforms in the viewer, in case you have to time your comp to audio. On 17/05/14 3:19 am, Nik Yotis wrote: Hi, any ideas/suggestions for a mini-project Blink project people 'd like to see live? Dev time is 2 weeks, I have a basic understanding of the Blink | NDK API cheersQ -- Nik Yotis | Software Engineer/3D Graphics RD BlueBolt Ltd | 15-16 Margaret Street | London W1W 8RW | T: +44 (0)20 7637 5575 | F: +44 (0)20 7637 3296 | www.blue-bolt.com http://www.blue-bolt.com/ | ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Blink mini-project
I meant visualise an existing animation curve in the viewer, i.e. draw it as pixels. On 8/06/14 6:24 pm, Martin Constable wrote: Something neat would be to simply draw an animation curve. Does not command / option - shift in the animation window already deliver this ability? On 8 Jun, 2014, at 2:17 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote: Something neat would be to simply draw an animation curve. Would be quite handy for QC and RD workflows as well as drawing the AudioRead's parameters to see waveforms in the viewer, in case you have to time your comp to audio. On 17/05/14 3:19 am, Nik Yotis wrote: Hi, any ideas/suggestions for a mini-project Blink project people 'd like to see live? Dev time is 2 weeks, I have a basic understanding of the Blink | NDK API cheersQ -- Nik Yotis | Software Engineer/3D Graphics RD BlueBolt Ltd | 15-16 Margaret Street | London W1W 8RW | T: +44 (0)20 7637 5575 | F: +44 (0)20 7637 3296 | www.blue-bolt.com | ___ 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 -- ohufxLogo_50x50.png vfx compositing | workflow customisation and consulting ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Blink mini-project
- If the camera moved, would the curve move it? not sure what you mean. I was thinking about just drawing the curve into the viewer as an IP. - Might the speed of the animation be visible on the curve as a color weight? that sounds like a cool bonus. On 8/06/14 8:43 pm, Martin Constable wrote: Yes, that would be cool. Working out the interface for that would be fun... - If the camera moved, would the curve move it? - Might the speed of the animation be visible on the curve as a color weight? On 8 Jun, 2014, at 4:21 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote: I meant visualise an existing animation curve in the viewer, i.e. draw it as pixels. On 8/06/14 6:24 pm, Martin Constable wrote: Something neat would be to simply draw an animation curve. Does not command / option - shift in the animation window already deliver this ability? On 8 Jun, 2014, at 2:17 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote: Something neat would be to simply draw an animation curve. Would be quite handy for QC and RD workflows as well as drawing the AudioRead's parameters to see waveforms in the viewer, in case you have to time your comp to audio. On 17/05/14 3:19 am, Nik Yotis wrote: Hi, any ideas/suggestions for a mini-project Blink project people 'd like to see live? Dev time is 2 weeks, I have a basic understanding of the Blink | NDK API cheersQ -- Nik Yotis | Software Engineer/3D Graphics RD BlueBolt Ltd | 15-16 Margaret Street | London W1W 8RW | T: +44 (0)20 7637 5575 | F: +44 (0)20 7637 3296 | www.blue-bolt.com | ___ 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 -- ohufxLogo_50x50.png vfx compositing | workflow customisation and consulting ___ 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 -- ohufxLogo_50x50.png vfx compositing | workflow customisation and consulting ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] deep masking
Hi peeps, I'm just trying to figure out how to merge two deep images based on a deep mask channel, without getting fringing. Been playing with DeepExpression but don't know if I can reference samples in there (the documentation is rather sparse to say the least). Basically I need a true, volumetric DeepKeyMix. Any ideas? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] exr2 tool to copy channels?
Hi all, since we still don't have a DeepCopy node in the default Nuke dist, does anybody know if there are open source tools to combine exr2 images/channels? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] deep masking
Thanks Michael! I think I got reasonably close with my expression hackiness yesterday and with a little help from somebody else we got even closer (basically by doing the soft part of the mask in flat image space). Hopefully we are good to go now. On 18/06/14 3:25 am, Michael Garrett wrote: If all the samples are at the same depth in both A and B, easy, the output samples are a simple mix between each sample of A and B. This is the case for, say, keymixing in a DeepColorCorrect (where only the existing sample values will be changed) I managed to get a deep volumetric keymix working using the basic scenario Ben is describing with deep holdouts - one with the mask and the other with the inverse mask, then deep merging them together. Typically I used this when creating a deep Pmatte then using that as a deep keymix for a deep colorcorrect/grade. And yes it was extremely useful. I'll have to revisit the specifics though because like Ben says I think there was some additional work required to get rid of fringing issues which since I have yet to write a plug-in, was achieved with deep expressions (hello hackiness). This was specific to Mantra. I have yet to extensively use the deep output from other renderers but I believe Mantra's deep output has it's quirks and what I did may not translate exactly to another renderer. Also we were working a fair bit with full deep rgb output which can make things a lot cleaner, although we did fall back to deep opacity/recolor in some cases as deadlines approached and still got an acceptable result. Cheers, Michael On 17 June 2014 02:09, Ben Dickson ben.dick...@rsp.com.au mailto:ben.dick...@rsp.com.au wrote: It's more difficult than it initially seems.. The obvious thing is to use the DeepMerge set to holdout to punch a hole in your A input, invert the matte and punch the inverse hole in the B input.. but when you merge these you get the dark fringing where your matte is semi-transparent, which is the same problem solved by adding the two images together, or using the disjoint-over ..but, you inherently cannot do that with deep samples - when the deep image is flattened, all the samples for a pixel are over'd. There is a DeepKeyMix gizmo on Nukepedia, but it is very destructive - it flattens the image with DeepToImage, applies a regular KeyMix and then uses the DeepRecolour.. which is probably okay if you are only rendering deep-opacity, but bad if you are rendering deep-RGB. I had a rough idea of how to write a plugin to mix between two deep images, but haven't got around to implementing it.. so.. there might be some other fundamental flaw in the approach, but.. For two inputs A and B: If all the samples are at the same depth in both A and B, easy, the output samples are a simple mix between each sample of A and B. This is the case for, say, keymixing in a DeepColorCorrect (where only the existing sample values will be changed) If the samples are not aligned, things are more complicated (e.g mixing two separate renders). For each sample you need to make a corresponding sample at the same depth in the other image, by interpolating between the nearest two samples. In other words, if you have two images like this: A samples: empty empty red empty black B samples: empty empty blue blue blue 1) For first two empty samples, nothing is done 2) For the A:red and B:blue sample pair, output sample is a simple mix 3) For the A:empty and B:blue sample pair, insert a sample in A which is a mix between the red and black samples. Then mix between that and B's blue sample I think the case which would cause artefacts is when your samples have large distance-gaps between them: like keymixing between a foreground tree and the sky - the process of creating the new samples will create tree coloured samples at the sky depth and vice-versa - Ben On 17/06/14 12:40, Frank Rueter|OHUfx wrote: Hi peeps, I'm just trying to figure out how to merge two deep images based on a deep mask channel, without getting fringing. Been playing with DeepExpression but don't know if I can reference samples in there (the documentation is rather sparse to say the least). Basically I need a true, volumetric DeepKeyMix. Any ideas? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com*vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http
Re: [Nuke-users] Simple Pixel Shift with wraparound...
do it with a built-in Nuke node. Isn't there any way? I guess that's why these gizmos exist..? exactly. this is an old one I did years ago. not sure if it still holds up, but give it a go: set cut_paste_input [stack 0] version 8.0 v4 push $cut_paste_input Group { name Group1 selected true xpos 49 ypos 36 addUserKnob {20 User} addUserKnob {12 origin} origin {4970 0} addUserKnob {41 motionblur T Transform2.motionblur} addUserKnob {41 shutter T Transform2.shutter} addUserKnob {41 shutteroffset l shutter offset T Transform2.shutteroffset} addUserKnob {41 shuttercustomoffset l -STARTLINE T Transform2.shuttercustomoffset} } Input { inputs 0 name Input1 xpos -37 ypos -201 } Crop { box {0 0 2048 1556} name Crop2 xpos -37 ypos -177 } set N83f1350 [stack 0] Transform { translate {{parent.origin%(width*2)-width i} 0} center {1024 778} name Transform1 label X0 xpos -206 ypos -61 } set N869e2c0 [stack 0] Transform { translate {0 {parent.origin%(height*2)-height}} center {1024 778} motionblur {{Transform2.motionblur}} shutter {{Transform2.shutter}} shutteroffset {{Transform2.shutteroffset}} shuttercustomoffset {{Transform2.shuttercustomoffset}} name Transform4 label Y0 xpos -99 ypos -19 } push $N83f1350 Transform { translate {{(parent.origin+width)%(width*2)-width i} 0} center {1024 778} name Transform3 label X1 xpos 121 ypos -103 } set N8388cd0 [stack 0] Transform { translate {0 {parent.origin%(height*2)-height}} center {1024 778} motionblur {{Transform2.motionblur}} shutter {{Transform2.shutter}} shutteroffset {{Transform2.shutteroffset}} shuttercustomoffset {{Transform2.shuttercustomoffset}} name Transform5 label Y0 xpos 11 ypos -15 } push 0 push $N8388cd0 Transform { translate {0 {(parent.origin+height)%(height*2)-height}} center {1024 778} shutteroffset centred name Transform2 label Y1 xpos 121 ypos 51 } push $N869e2c0 Transform { translate {0 {(parent.origin+height)%(height*2)-height}} center {1024 778} motionblur {{Transform2.motionblur}} shutter {{Transform2.shutter}} shutteroffset {{Transform2.shutteroffset}} shuttercustomoffset {{Transform2.shuttercustomoffset}} name Transform6 label Y1 xpos -206 ypos 51 } Merge2 { inputs 4+1 operation disjoint-over also_merge all name Merge1 xpos -64 ypos 56 } set N146a0770 [stack 0] Crop { box {0 0 {width i} {height i}} name Crop1 xpos -64 ypos 80 } Output { name Output1 xpos -64 ypos 133 } push $N146a0770 Viewer { input_process false name Viewer1 xpos -210 ypos 124 } end_group On 20/06/14 11:06, Richard Bobo wrote: Hi all, I have found several gizmos that will do a simple pixel shift on an image --- x y offsets that wraparound. However, I keep searching in vain for a way to do it with a built-in Nuke node. Isn't there any way? I guess that's why these gizmos exist..? (8^\A big thank you to anyone who can tell me about a Nuke node that can do it! Thanks, Rich Rich Bobo Senior VFX Compositor Armstrong White Email: rich.b...@armstrong-white.com mailto:rich.b...@armstrong-white.com http://armstrong-white.com/ Email: richb...@mac.com Mobile: (248) 840-2665 Web: http://richbobo.com/ The world stands aside to let anyone pass who knows where he is going. - David Starr Jordan ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
I just found a case where Nuke 8 crashes 100%. Can somebody verify this please? Simply open Nuke and sample a pixel outside the viewer's format/data window using ctrl+click. Then try to pan the viewer. Crashes for me every time under Kubuntu 12.10 with Nuke 8.0v4, but not in Nuke 7. When quicktimes are involved I tend to get the glibc crash, if not, often it is just a seg fault. I have sent this into support but am curious if others are getting the same result. Cheers, frank On 17/06/14 20:08, Matt Griffith wrote: Curious if anyone has heard any update on this issue? (Nuke glibc crashing, not Skype ;) ). Still getting incessant crashing with latest 8.0v5, to the point where it can be opening a script and touching anything causes a crash. On 14-05-03 07:21 PM, Frank Rueter|OHUfx wrote: Skype is usually too busy breaking itself :-D I have had skype installed on my linux box ever since I set it up and it never seemed to cause any troubles. On 5/4/14, 12:04 AM, Howard Jones wrote: I have no idea unless it installs something conflicting with nuke. But our centos / nuke 8.0v3 installs are working fine. Just hopjng adding skype wont break anything. Howard On 3 May 2014, at 04:14 am, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Out if interest do you have skype installed. (We're about to) I do. Will that interfere with Nuke? :) On 5/2/14, 8:09 PM, Howard Jones wrote: We're running Nuke 8.03 on centos fine here. Our systems are quite bareboned. Out if interest do you have skype installed. (We're about to) Howard On 2 May 2014, at 03:07 am, Matt Griffithmgriff...@mechnology.com wrote: Frank, Yeah, I've been getting crashes like that with all the 8.0 (including 8.0v4) on CentOS (6.5). Thinking about rolling back to Nuke 7 here too. Cheers! -Matt On 14-05-01 06:20 PM, Patrick Heinen wrote: Hey Frank, I'm starting to get the same error over here Nuke 7v10 though and under CentOS. Did you hear back from support yet? cheers, Patrick Frank Rueter|OHUfx wrote on 21.04.2014 18:45: Hi all, I am using Nuke 8.0v4 on Kubuntu 12.10 and keep getting the ol' glibc error every few mouse clicks: *** glibc detected *** Nuke8.0: double free or corruption (fasttop): 0x08db7ed0 *** I used to use Nuke 7 just fine on the same machine and the crashes are so frequent that Nuke 8 is practically unusable on my linux box and I am considering rolling back to 7. I have contacted support and they are looking into it, but I was wondering if anybody else seeing this issue? Cheers, frank -- vfx compositinghttp://ohufx.com/index.php/vfx-compositing | workflow customisation and consultinghttp://ohufx.com/index.php/vfx-customising ___ 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 ___ 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 -- ohufxLogo_50x50.png http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http
Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
Thanks Rangi On 22/06/14 3:28 pm, Rangi Sutton wrote: Hi Frank, Im seeing similar behaviour, kubuntu12.10 with Nuke8.0v4 and 8.0v5, only it's not guaranteed with a simple pan, I've gotta pan and zoom and click around for a few seconds. Seg faults. Haven't tested wtih QTs. Cheers, r. -- VFX Supervisor Cutting Edge On 22 June 2014 12:54, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: I just found a case where Nuke 8 crashes 100%. Can somebody verify this please? Simply open Nuke and sample a pixel outside the viewer's format/data window using ctrl+click. Then try to pan the viewer. Crashes for me every time under Kubuntu 12.10 with Nuke 8.0v4, but not in Nuke 7. When quicktimes are involved I tend to get the glibc crash, if not, often it is just a seg fault. I have sent this into support but am curious if others are getting the same result. Cheers, frank On 17/06/14 20:08, Matt Griffith wrote: Curious if anyone has heard any update on this issue? (Nuke glibc crashing, not Skype ;) ). Still getting incessant crashing with latest 8.0v5, to the point where it can be opening a script and touching anything causes a crash. On 14-05-03 07:21 PM, Frank Rueter|OHUfx wrote: Skype is usually too busy breaking itself :-D I have had skype installed on my linux box ever since I set it up and it never seemed to cause any troubles. On 5/4/14, 12:04 AM, Howard Jones wrote: Hi all, I am using Nuke 8.0v4 on Kubuntu 12.10 and keep getting the ol' glibc error every few mouse clicks: *** glibc detected *** Nuke8.0: double free or corruption (fasttop): 0x08db7ed0 *** I used to use Nuke 7 just fine on the same machine and the crashes are so frequent that Nuke 8 is practically unusable on my linux box and I am considering rolling back to 7. I have contacted support and they are looking into it, but I was wondering if anybody else seeing this issue? Cheers, frank __ ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
Ok, thanks. hope this can be fixed soon. I have developed some muscle memory to ctrl+click outside the image to get rid of the red sample rectangle, and it makes it very hard using Nuke 8 :-D On 23/06/14 1:53 pm, Wakisaka,Taku,MARZA wrote: Hi Frank, we experienced the same problem here. I send it to support, and it's registed as Bug 41080 - Viewer - Ctrl/Cmd+Click outside the bounding box and then pan/zoom results in a crash Taku *From:*nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] *On Behalf Of *Frank Rueter|OHUfx *Sent:* Sunday, June 22, 2014 11:54 AM *To:* nuke-users@support.thefoundry.co.uk *Subject:* Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10? I just found a case where Nuke 8 crashes 100%. Can somebody verify this please? Simply open Nuke and sample a pixel outside the viewer's format/data window using ctrl+click. Then try to pan the viewer. Crashes for me every time under Kubuntu 12.10 with Nuke 8.0v4, but not in Nuke 7. When quicktimes are involved I tend to get the glibc crash, if not, often it is just a seg fault. I have sent this into support but am curious if others are getting the same result. Cheers, frank On 17/06/14 20:08, Matt Griffith wrote: Curious if anyone has heard any update on this issue? (Nuke glibc crashing, not Skype ;) ). Still getting incessant crashing with latest 8.0v5, to the point where it can be opening a script and touching anything causes a crash. On 14-05-03 07:21 PM, Frank Rueter|OHUfx wrote: Skype is usually too busy breaking itself :-D I have had skype installed on my linux box ever since I set it up and it never seemed to cause any troubles. On 5/4/14, 12:04 AM, Howard Jones wrote: I have no idea unless it installs something conflicting with nuke. But our centos / nuke 8.0v3 installs are working fine. Just hopjng adding skype wont break anything. Howard On 3 May 2014, at 04:14 am, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Out if interest do you have skype installed. (We're about to) I do. Will that interfere with Nuke? :) On 5/2/14, 8:09 PM, Howard Jones wrote: We're running Nuke 8.03 on centos fine here. Our systems are quite bareboned. Out if interest do you have skype installed. (We're about to) Howard On 2 May 2014, at 03:07 am, Matt Griffithmgriff...@mechnology.com mailto:mgriff...@mechnology.com wrote: Frank, Yeah, I've been getting crashes like that with all the 8.0 (including 8.0v4) on CentOS (6.5). Thinking about rolling back to Nuke 7 here too. Cheers! -Matt On 14-05-01 06:20 PM, Patrick Heinen wrote: Hey Frank, I'm starting to get the same error over here Nuke 7v10 though and under CentOS. Did you hear back from support yet? cheers, Patrick Frank Rueter|OHUfx wrote on 21.04.2014 18:45: Hi all, I am using Nuke 8.0v4 on Kubuntu 12.10 and keep getting the ol' glibc error every few mouse clicks: *** glibc detected *** Nuke8.0: double free or corruption (fasttop): 0x08db7ed0 *** I used to use Nuke 7 just fine on the same machine and the crashes are so frequent that Nuke 8 is practically unusable on my linux box and I am considering rolling back to 7. I have contacted support and they are looking into it, but I was wondering if anybody else seeing this issue? Cheers, frank -- vfx compositinghttp://ohufx.com/index.php/vfx-compositing http://ohufx.com/index.php/vfx-compositing
[Nuke-users] getting Nuke to flick particles off the emitter
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 born. The transfer velocity knob seems to transfer velocity from the emitter to the particles even when they are already born and detached from it, which is kinda rubbish. Animating the transfer velocity knob doesn't work either (and it wouldn't help much anyway, since the animation would be global, not local and relative to each particle's life). Does anybody have any ideas how to achieve this? The only thing I can think of is giving the particles an initial speed and fudge it until it kinda looks like they are being flicked, but that always looks rubbish as well. A clever expression maybe? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] getting Nuke to flick particles off the emitter
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. Will have to work around that one for now. Anyway, thanks for the reply. I really hope we will see some improvements with the particle system, along with better rotational control and support for clustering etc. Cheers, frank On 24/06/14 02:05, Elias Ericsson Rydberg wrote: 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 mailto:fr...@ohufx.com: 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 born. The transfer velocity knob seems to transfer velocity from the emitter to the particles even when they are already born and detached from it, which is kinda rubbish. Animating the transfer velocity knob doesn't work either (and it wouldn't help much anyway, since the animation would be global, not local and relative to each particle's life). Does anybody have any ideas how to achieve this? The only thing I can think of is giving the particles an initial speed and fudge it until it kinda looks like they are being flicked, but that always looks rubbish as well. A clever expression maybe? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] getting Nuke to flick particles off the emitter
true, I have seen that as well. my setup works well enough now, but I wish those thigns were easier and more intuitive. On 25/06/14 5:57 am, Jose Fernandez de Castro wrote: I've found that the rate channel sometimes has trouble with bounding boxes, specially when using rotoshapes to drive it. Have you tried setting the bbox to the resolution area? It's something to try, at least. On Mon, Jun 23, 2014 at 7:01 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: 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. Will have to work around that one for now. Anyway, thanks for the reply. I really hope we will see some improvements with the particle system, along with better rotational control and support for clustering etc. Cheers, frank On 24/06/14 02:05, Elias Ericsson Rydberg wrote: 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 mailto:fr...@ohufx.com: 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 born. The transfer velocity knob seems to transfer velocity from the emitter to the particles even when they are already born and detached from it, which is kinda rubbish. Animating the transfer velocity knob doesn't work either (and it wouldn't help much anyway, since the animation would be global, not local and relative to each particle's life). Does anybody have any ideas how to achieve this? The only thing I can think of is giving the particles an initial speed and fudge it until it kinda looks like they are being flicked, but that always looks rubbish as well. A clever expression maybe? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Jose Fernandez de Castro ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] 3-sweep
yummy: http://www.wired.com/2013/09/jaw-dropping-software-that-makes-3d-models-from-any-old-photograph/ Will I dare put in a feature request? :-D -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Prosumer Lidar ?
The pricing of that one is actually around $25k. That does not include the pay-as-you go data processing which I found a bit annoying. This is the info I got recently from a vendor in Australia: ZEB1 is charged at $24,860 AUD(ex Tax, ex Shipping) for the handheld unit. The data processing is charged using a pay-as-you-go model and you buy processing credits as and when you need them. This allows a lot of flexibility and means you don't have a large upfront software cost or annual maintenance charges. The credits are charged at $0.50 AUD(ex Tax) per credit which is equivalent to 2m of data capture. Discounts are available for larger depending on how many credits you purchase at once. I have attached a brochure for your information and also some links to allow you to download some sample data below - you can download the data in LAZ or PLY format. Exhibition Hall -- https://www.hightail.com/download/elNLQmtWUnI5eFVFSzhUQw https://www.hightail.com/download/elNLQmtWUnI5eFVFSzhUQw 2 Story Building -- https://www.hightail.com/download/elNLQmtWUnJ0NjgxWjhUQw https://www.hightail.com/download/elNLQmtWUnJ0NjgxWjhUQw You can open the data in any software that can accept a pointcloud and have a look at the data output. You can use Cloud Compare www.cloudcompare.org http://www.cloudcompare.org (open source software) You may also be interested in reading an article written in LiDAR News following a recent trial and evaluation by an American surveyor who recently went on to purchase a system of his own. It may not be related to your line of work, but it gives you an idea of the capabilities of the system: http://www.lidarnews.com/PDF/LiDARMagazine_Gutelius-Zeb1Review_Vol4No1.pdf I hope this information is helpful. If you have any further queries please don't hesitate to contact me. On 29/06/14 14:09, HSK wrote: Hey Ari, You may be thinking of the Zebedee? (Zeb1) https://www.fxguide.com/quicktakes/meet-zebedee-handheld-lidar-scanning/ I think it's relatively cheap to buy ($200-$400) But it uses a pay as you go model for processing the data. From what I've heard the results are okay, and a little bit noisy What do you want to use it for? Could photogrammetry be an option? Sent from my iPhone On Jun 28, 2014, at 8:08 PM, Ari Rubenstein a...@curvstudios.com wrote: Has anyone explored any of the burgeoning prosumer Lidar options out there and have positive feedback ? There was a $1k or less Kickstarter Lidar project I read about last year but can't recall the company name, anyone ? Thx Ari Blue Sky Sent from my iPhone___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Prosumer Lidar ?
just by a few zeros ;) On 29/06/14 16:46, HSK wrote: Yikes! Apparently I was waaay off! Sent from my iPhone On Jun 28, 2014, at 11:00 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: The pricing of that one is actually around $25k. That does not include the pay-as-you go data processing which I found a bit annoying. This is the info I got recently from a vendor in Australia: ZEB1 is charged at $24,860 AUD(ex Tax, ex Shipping) for the handheld unit. The data processing is charged using a pay-as-you-go model and you buy processing credits as and when you need them. This allows a lot of flexibility and means you don't have a large upfront software cost or annual maintenance charges. The credits are charged at $0.50 AUD(ex Tax) per credit which is equivalent to 2m of data capture. Discounts are available for larger depending on how many credits you purchase at once. I have attached a brochure for your information and also some links to allow you to download some sample data below - you can download the data in LAZ or PLY format. Exhibition Hall -- https://www.hightail.com/download/elNLQmtWUnI5eFVFSzhUQw https://www.hightail.com/download/elNLQmtWUnI5eFVFSzhUQw 2 Story Building -- https://www.hightail.com/download/elNLQmtWUnJ0NjgxWjhUQw https://www.hightail.com/download/elNLQmtWUnJ0NjgxWjhUQw You can open the data in any software that can accept a pointcloud and have a look at the data output. You can use Cloud Compare www.cloudcompare.org http://www.cloudcompare.org (open source software) You may also be interested in reading an article written in LiDAR News following a recent trial and evaluation by an American surveyor who recently went on to purchase a system of his own. It may not be related to your line of work, but it gives you an idea of the capabilities of the system: http://www.lidarnews.com/PDF/LiDARMagazine_Gutelius-Zeb1Review_Vol4No1.pdf I hope this information is helpful. If you have any further queries please don't hesitate to contact me. On 29/06/14 14:09, HSK wrote: Hey Ari, You may be thinking of the Zebedee? (Zeb1) https://www.fxguide.com/quicktakes/meet-zebedee-handheld-lidar-scanning/ I think it's relatively cheap to buy ($200-$400) But it uses a pay as you go model for processing the data. From what I've heard the results are okay, and a little bit noisy What do you want to use it for? Could photogrammetry be an option? Sent from my iPhone On Jun 28, 2014, at 8:08 PM, Ari Rubensteina...@curvstudios.com wrote: Has anyone explored any of the burgeoning prosumer Lidar options out there and have positive feedback ? There was a $1k or less Kickstarter Lidar project I read about last year but can't recall the company name, anyone ? Thx Ari Blue Sky Sent from my iPhone___ 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 -- ohufxLogo_50x50.png http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] DAG error
That usually happens if you saved your layout with a second DAG open (for a group). Just save it again making sure you only have the main DAG open and you should be ok. On 18/07/14 5:26 am, Josh Imbruglia wrote: I know this post is quite old but we're seeing this on Nuke 8.0v5 and it's quite annoying. Is there anyway of ignoring these errors other then editing the layout.xml by hand? Thanks, Josh On Tue, Dec 10, 2013 at 4:46 PM, Neil Rognvaldr Scholes n...@uvfilms.co.uk mailto:n...@uvfilms.co.uk wrote: Anyone getting this in Nuke 8 on script load up? Parse error at line 8, column 34 - can't read page 'DAG.2'. this relates to this line in my nuke script : dock id= activePageId=DAG.2 it seems to happen with a floating viewer layout. A standard layout its doesn't happen -- Neil Rognvaldr Scholes +44 (0) 7977 456 197 tel:%2B44%20%280%29%207977%20456%20197 www.uvfilms.co.uk http://www.uvfilms.co.uk ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] add specular only
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 } Erode { size 1 name Erode6 selected true xpos 852 ypos -1511 } Shuffle { red alpha green alpha blue alpha name Shuffle3 selected true xpos 852 ypos -1473 } Dot { name Dot6 selected true xpos 886 ypos -1375 } set N56258f0 [stack 0] Invert { name Invert3 selected true xpos 852 ypos -979 } Dot { name Dot9 selected true xpos 886 ypos -911 } push $N56258f0 push $N55ec630 Specular { inputs 2 white 0.05 min_shininess 100 max_shininess 100 name Specular2 selected true xpos 1073 ypos -1379 } Card2 { rows 300 columns {{rows}} translate {0 0 -1} control_points {3 3 3 6 1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 {0 0 0} 1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 {0.5 0 0} 1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 {1 0 0} 1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0 -0.166716 0} 0 {0 0.5 0} 1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 0} 0 {0 -0.166716 0} 0 {0.5 0.5 0} 1 {0.5 0 0} 0 {0 0 0} 0
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
Re: [Nuke-users] add specular only
Ha, you are the winner Pat! I was simply using the wrong pipe on the diffuse shader before when I had tried that approach. Leaving the main pipe unconnected on Diffuse and only using the map pipe for the texture, followed by the Specular does the trick. Thinking about it, it kinda makes sense too. Thanks everybody! frank On 07/08/14 21:30, Pat Wong wrote: Hi frank Ive been advised that the 2 scanline render approach was the way to go but i found this expensive and cumbersome, but try this set 3D setup is this what you are after? set cut_paste_input [stack 0] version 7.0 v6 push $cut_paste_input Noise { center {1024 778} name Noise1 selected true xpos 18138 ypos -11977 } Grade { white {2.4 2.44 0.91 1.32} name Grade64 selected true xpos 18138 ypos -11937 } Dot { name Dot201 selected true xpos 18165 ypos -11821 } set N9fe75a40 [stack 0] Shuffle { alpha white name Shuffle9 selected true xpos 18115 ypos -11745 } set Na01732a0 [stack 0] Viewer { frame 40 viewerProcess rec709 input_process false name Viewer2 selected true xpos 18348 ypos -11403 addUserKnob {20 User} addUserKnob {6 localCaching -STARTLINE} } Camera2 { inputs 0 translate {-0.7090275288 23.46045113 59.81689072} rotate {-14.96231174 -2.233474493 0.9951862097} version 2 name Camera1 selected true xpos 17995 ypos -11356 } set N5b0f8930 [stack 0] push $N5b0f8930 Light2 { inputs 0 light_type spot intensity 3.9 cone_angle 107.5 cone_penumbra_angle 48.5 cone_falloff 5 translate {-0.219988 10.6038 10.75} depthmap_slope_bias 0.01 version 2 name Light1 selected true xpos 18608 ypos -11469 } ColorBars { inputs 0 name ColorBars1 selected true xpos 18413 ypos -11972 } Dot { name Dot199 selected true xpos 18456 ypos -11881 } Roto { output alpha curves {{{v x3f9a} {f 0} {n {layer Root {f 0} {t x4480 x44428000} {a} {curvegroup Bezier1 512 bezier {{cc {f 8192} {px {x41f0 x4220} {{{x4220 0 1 x405e3533 1} {x429570a0 x405e3533 1 0 1}} {{x4120 0 1 x3de7 1} {x41321400 x3de7 1 0 1}}} {{{x44d3e000 0 1 xc16016b3 1} {x44c427a4 xc16016b3 1 0 1}} {{x4443 0 1 x41411360 1} {x4471d4cb x41411360 1 0 1}}} {{{xc220 0 1 xc05e3533 1} {xc29570a0 xc05e3533 1 0 1}} {{xc120 0 1 xbde77333 1} {xc1321500 xbde77333 1 0 1}}} {{{xc339 0 1 xc18076c6 1} {xc3acca3c xc18076c6 1 0 1}} {{x43848000 0 1 x403fa600 1} {x439378f8 x403fa600 1 0 1}}} {{{x448e8000 0 1 xc278b7db 1} {x44051feb xc278b7db 1 0 1}} {{x440e8000 0 1 x411b1b93 1} {x44376613 x411b1b93 1 0 1}}} {{{x4339 0 1 x418076cd 1} {x43acca40 x418076cd 1 0 1}} {{xc3848000 0 1 xc03fa600 1} {xc39378f8 xc03fa600 1 0 1}}} {{{xc220 0 1 xc05e3533 1} {xc29570a0 xc05e3533 1 0 1}} {{xc170 0 1 xbe2d919a 1} {xc1858f60 xbe2d919a 1 0 1}}} {{{x44b72000 0 1 xc207e0cd 1} {x448e732a xc207e0cd 1 0 1}} {{x438c 0 1 x40cd59f3 1} {x43cd6996 x40cd59f3 1 0 1}}} {{{x4220 0 1 x405e3533 1} {x429570a0 x405e3533 1 0 1}} {{x4170 0 1 x3e2d919a 1} {x41858f60 x3e2d919a 1 0 1}}} {{{xc28c 0 1 xc0c26e9a 1} {xc302c290 xc0c26e9a 1 0 1}} {{xc2aa 0 1 xbf75e333 1} {xc2bd35c0 xbf75e333 1 0 1}}} {{{x44dc 0 1 xc105d100 1} {x44d35516 xc105d100 1 0 1}} {{x43c58000 0 1 x40f6ef73 1} {x4406b479 x40f6ef73 1 0 1}}} {{{x428c 0 1 x40c26e66 1} {x4302c280 x40c26e66 1 0 1}} {{x42aa 0 1 x3f75e333 1} {x42bd35c0 x3f75e333 1 0 1}}} {{{0 -}} {{xc1f0 0 1 xbead919a 1} {xc2058f60 xbead919a 1 0 1}}} {{{x44ec4000 0 1 x403ae8cd 1} {x44f1aff6 x403ae8cd 1 0 1}} {{x4414c000 0 1 x411fa0b3 1} {x443e5ae0 x411fa0b3 1 0 1}}} {{{0 -}} {{x41f0 0 1 x3ead90cd 1} {x42058f50 x3ead90cd 1 0 1} idem} {tx x41f0 x44c6c000 x4403} {a str 1 spx x4480 spy x44428000 sb 1 ltn x41f0 ltm x41f0 tt x4080}} toolbox {selectAll { { undefined str 1 ssx 1 ssy 1 sf 1 sb 1 } { 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 } } }
Re: [Nuke-users] The foundry party @ SIGGRAPH
Have fun! Couldn't make it this year :( On 12/08/14 09:13, Deke Kincaid wrote: Fortune Sound Club 147 E Pender St Vancouver, BC -- Deke Kincaid Creative Specialist The Foundry Skype: dekekincaid Tel: (310) 399 4555 - 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 Mon, Aug 11, 2014 at 1:31 PM, David Yu dave...@gmail.com mailto:dave...@gmail.com wrote: Hi im on the VIP list but they didn't give me the address. Someone please post it here thanks On Aug 11, 2014 1:24 PM, Falko Paeper falko.pae...@filmakademie.de mailto:falko.pae...@filmakademie.de wrote: Hey Guys! Does anyone has some tickets left for the SIGGRAPH foundry party or know how to get them? Thanks! ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] old lens distortion node?
Hi all, I am needing to de-warp the render output from a Nuke camera with a 90degree FOV (square filmback) to get rid of the barrel distortion. I used to do this in Nuke 3 (or 4) days a lot using the lens distortion node back then, which worked based on fov. Is that old node still around? The current LensDistortion node is all about analysing distortion, but I need to de-warp based on a known FOV of a cg camera rather than analyse a real life lens. The old node seems to be gone. Any other clever ideas? I already tried rendering a checkerboard on a sphere and getting the LensDistortion node to analyse that but it's struggling. I'd also prefer doing it mathematically rather than eye-balling it. Any ideas? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] cloud rendering anybody?
Does anybody have experience with rendering nuke via an online service? It might save me butt next week :) Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] old lens distortion node?
that's the one. I couldn't think of the name anymore - life saver, thanks!!! On 15/08/14 01:08, Aaron Weintraub wrote: Hi Frank, I believe that node still exists. It's called PerspDistort. Results seem to be identical. -A On 08/14/2014 04:52 AM, Frank Rueter|OHUfx wrote: Hi all, I am needing to de-warp the render output from a Nuke camera with a 90degree FOV (square filmback) to get rid of the barrel distortion. I used to do this in Nuke 3 (or 4) days a lot using the lens distortion node back then, which worked based on fov. Is that old node still around? The current LensDistortion node is all about analysing distortion, but I need to de-warp based on a known FOV of a cg camera rather than analyse a real life lens. The old node seems to be gone. Any other clever ideas? I already tried rendering a checkerboard on a sphere and getting the LensDistortion node to analyse that but it's struggling. I'd also prefer doing it mathematically rather than eye-balling it. Any ideas? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] cloud rendering anybody?
thanks. I checked Rebus first but didn't see a Nuke option. Did you use it with Nuke? On 15/08/14 20:54, Ron Ganbar wrote: Zync stopped offering their service a little while ago, far as I remember. I used this once: http://www.rebusfarm.com/ 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 Fri, Aug 15, 2014 at 11:25 AM, marlor.l...@gmail.com mailto:marlor.l...@gmail.com wrote: never used it in production, but I remember on the foundry vimeo channel a video that used a platform called ZYNC On Fri, Aug 15, 2014 at 4:37 AM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Thanks, might check it out thuogh it sounds a bit more time consuming to get going than I was hoping. The Nuke script in question only has one large texture, the rest is default nuke nodes, so should be easy enough to get going remotely. Cheers, frank On 15/08/14 14:24, Fredrik Averpil wrote: We're using Amazon. Setting up a Linux machine or Windows machine is easy peasy. In Amazon AWS, you need to set up a VPC with VPN connection to your local network so that the Amazon machines will be able to access your license server(s) and possibly scripts such as init.py and any plugins which may be installed in an arbitrary and local location. Whatever you do, don't make Amazon machines read data on the fly from your local file server. That's going to be insanely slow. I'm still experimenting with the best solution to sync files over to Amazon. You could set up a machine (with a bit more storage than the render machines) which could act as file server. // Fredrik Does anybody have experience with rendering nuke via an online service? It might save me butt next week :) Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] cloud rendering anybody?
Just checked but Rebus does not support Nuke On 15/08/14 20:54, Ron Ganbar wrote: Zync stopped offering their service a little while ago, far as I remember. I used this once: http://www.rebusfarm.com/ 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 Fri, Aug 15, 2014 at 11:25 AM, marlor.l...@gmail.com mailto:marlor.l...@gmail.com wrote: never used it in production, but I remember on the foundry vimeo channel a video that used a platform called ZYNC On Fri, Aug 15, 2014 at 4:37 AM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Thanks, might check it out thuogh it sounds a bit more time consuming to get going than I was hoping. The Nuke script in question only has one large texture, the rest is default nuke nodes, so should be easy enough to get going remotely. Cheers, frank On 15/08/14 14:24, Fredrik Averpil wrote: We're using Amazon. Setting up a Linux machine or Windows machine is easy peasy. In Amazon AWS, you need to set up a VPC with VPN connection to your local network so that the Amazon machines will be able to access your license server(s) and possibly scripts such as init.py and any plugins which may be installed in an arbitrary and local location. Whatever you do, don't make Amazon machines read data on the fly from your local file server. That's going to be insanely slow. I'm still experimenting with the best solution to sync files over to Amazon. You could set up a machine (with a bit more storage than the render machines) which could act as file server. // Fredrik Does anybody have experience with rendering nuke via an online service? It might save me butt next week :) Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] cloud rendering anybody?
thanks, will check it out as well On 16/08/14 09:21, Randy Little wrote: I don' tknow how it works and you have to buy a license of enfuzion but enfuzion does amazon rendering. Not sure how it works but it might be worth an ask maybe? http://www.axceleon.com/cf_downloads.html Randy S. Little http://www.rslittle.com/ http://www.imdb.com/name/nm2325729/ On Fri, Aug 15, 2014 at 5:09 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: sweet, will check it out, thanks! On 15/08/14 20:25, marlor.l...@gmail.com mailto:marlor.l...@gmail.com wrote: never used it in production, but I remember on the foundry vimeo channel a video that used a platform called ZYNC On Fri, Aug 15, 2014 at 4:37 AM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Thanks, might check it out thuogh it sounds a bit more time consuming to get going than I was hoping. The Nuke script in question only has one large texture, the rest is default nuke nodes, so should be easy enough to get going remotely. Cheers, frank On 15/08/14 14:24, Fredrik Averpil wrote: We're using Amazon. Setting up a Linux machine or Windows machine is easy peasy. In Amazon AWS, you need to set up a VPC with VPN connection to your local network so that the Amazon machines will be able to access your license server(s) and possibly scripts such as init.py and any plugins which may be installed in an arbitrary and local location. Whatever you do, don't make Amazon machines read data on the fly from your local file server. That's going to be insanely slow. I'm still experimenting with the best solution to sync files over to Amazon. You could set up a machine (with a bit more storage than the render machines) which could act as file server. // Fredrik Does anybody have experience with rendering nuke via an online service? It might save me butt next week :) Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] VRay for nuke beta?
No. I have been waiting for a year now, knowing that certain cg artists have had it for a while now. Signed up the second I got the mail again this time. I guess it's not a priority for Chaos Group to get compositors involved :( On 23/08/14 06:24, Ari Rubenstein wrote: Anybody get the 'notify' email from Chaos group for the VRay public beta download yet ? Thx Ari Sent from my iPhone___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] SphericalTransform as Blink node?
Possible? Worth it? Anybody up for it? :) -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] VRay for nuke beta?
just got it - yay!!! On 25/08/14 14:43, Ari Rubenstein wrote: Great to hear, really looking forward to it. Ari Sent from my iPhone On Aug 24, 2014, at 9:25 PM, todd prives tpri...@yahoo.com mailto:tpri...@yahoo.com wrote: In speaking with Lon Grohs from Chaos today he said the public beta starts tomorrow so you should be able to access it then *From:* Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com *To:* nuke-users@support.thefoundry.co.uk mailto:nuke-users@support.thefoundry.co.uk *Sent:* Sunday, August 24, 2014 3:30 PM *Subject:* Re: [Nuke-users] VRay for nuke beta? No. I have been waiting for a year now, knowing that certain cg artists have had it for a while now. Signed up the second I got the mail again this time. I guess it's not a priority for Chaos Group to get compositors involved :( On 23/08/14 06:24, Ari Rubenstein wrote: Anybody get the 'notify' email from Chaos group for the VRay public beta download yet ? Thx Ari Sent from my iPhone___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo_50x50.png http://www.ohufx.com/ *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] VRay for nuke beta?
Yeah, I finally went through the registration and got a note that I will be sent the download links. No sign of them yet though On 25/08/14 21:06, adam jones wrote: I just the email also but does not seem as though the downloads are available as yet? On 25/08/2014, at 7:03 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: just got it - yay!!! On 25/08/14 14:43, Ari Rubenstein wrote: Great to hear, really looking forward to it. Ari Sent from my iPhone On Aug 24, 2014, at 9:25 PM, todd prives tpri...@yahoo.com mailto:tpri...@yahoo.com wrote: In speaking with Lon Grohs from Chaos today he said the public beta starts tomorrow so you should be able to access it then *From:* Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com *To:* nuke-users@support.thefoundry.co.uk mailto:nuke-users@support.thefoundry.co.uk *Sent:* Sunday, August 24, 2014 3:30 PM *Subject:* Re: [Nuke-users] VRay for nuke beta? No. I have been waiting for a year now, knowing that certain cg artists have had it for a while now. Signed up the second I got the mail again this time. I guess it's not a priority for Chaos Group to get compositors involved :( On 23/08/14 06:24, Ari Rubenstein wrote: Anybody get the 'notify' email from Chaos group for the VRay public beta download yet ? Thx Ari Sent from my iPhone___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo_50x50.png http://www.ohufx.com/ *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto: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 -- ohufxLogo_50x50.png http://www.ohufx.com/ *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] VRay for nuke beta?
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 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 slow down, it's rendering 3d for heavens sake, but it's not too bad, and if you see it as a 3d lighting package that also does comp, instead of a comper that integrates with 3d, when using vray, you will appreciate some extremely powerfull features, especially in lookdev. Peter Hartwig Freelance VFX artist www.spyfactory.tv http://www.spyfactory.tv www.renderschool.com http://www.renderschool.com -- On Mon, Aug 25, 2014 at 11:15 AM, Elias Ericsson Rydberg elias.ericsson.rydb...@gmail.com mailto:elias.ericsson.rydb...@gmail.com wrote: Does vray4nuke offer anything that AtomKraft doesn't? (Appart from being a different render engine). Rendering in Nuke, being node-based and all, sure is nice. But how does it compare to dedicated 3D apps? I expect huge scenes to be slower in Nukes viewport? måndag 25 augusti 2014 skrev adam jones adam@mac.com mailto:adam@mac.com: I just the email also but does not seem as though the downloads are available as yet? On 25/08/2014, at 7:03 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote: just got it - yay!!! On 25/08/14 14:43, Ari Rubenstein wrote: Great to hear, really looking forward to it. Ari Sent from my iPhone On Aug 24, 2014, at 9:25 PM, todd prives tpri...@yahoo.com wrote: In speaking with Lon Grohs from Chaos today he said the public beta starts tomorrow so you should be able to access it then *From:* Frank Rueter|OHUfx fr...@ohufx.com *To:* nuke-users@support.thefoundry.co.uk *Sent:* Sunday, August 24, 2014 3:30 PM *Subject:* Re: [Nuke-users] VRay for nuke beta? No. I have been waiting for a year now, knowing that certain cg artists have had it for a while now. Signed up the second I got the mail again this time. I guess it's not a priority for Chaos Group to get compositors involved :( On 23/08/14 06:24, Ari Rubenstein wrote: Anybody get the 'notify' email from Chaos group for the VRay public beta download yet ? Thx Ari Sent from my iPhone___ 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 -- ohufxLogo_50x50.png http://www.ohufx.com/ *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 ___ 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 -- ohufxLogo_50x50.png http://www.ohufx.com/ *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 mailto: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 -- ohufxLogo
[Nuke-users] OT: machine won't render SphericalTransform node
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 renders. I tried both windows and linux with similar results. This The inputs to the SphericalTransform are 2k square. When I leave it rendering a single frame with all it's ten cores it will eventually do it, but about 20 times slower than it should. Scripts without the SphericalTransform are fine. Does anybody have any idea what is going on? I am a bit screwed as I am facing a huge deadline in a couple of days and can't render with the fastest machine in the house. Cheers, Frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] OT: machine won't render SphericalTransform node
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 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 LensDistortion but it's quite possible SphericalTransform is part of the same issue. The machine at the time was a 12 core Windows workstation. On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: 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 renders. I tried both windows and linux with similar results. This The inputs to the SphericalTransform are 2k square. When I leave it rendering a single frame with all it's ten cores it will eventually do it, but about 20 times slower than it should. Scripts without the SphericalTransform are fine. Does anybody have any idea what is going on? I am a bit screwed as I am facing a huge deadline in a couple of days and can't render with the fastest machine in the house. Cheers, Frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] OT: machine won't render SphericalTransform node
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 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 mailto:fr...@ohufx.com wrote: 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 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 LensDistortion but it's quite possible SphericalTransform is part of the same issue. The machine at the time was a 12 core Windows workstation. On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: 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 renders. I tried both windows and linux with similar results. This The inputs to the SphericalTransform are 2k square. When I leave it rendering a single frame with all it's ten cores it will eventually do it, but about 20 times slower than it should. Scripts without the SphericalTransform are fine. Does anybody have any idea what is going on? I am a bit screwed as I am facing a huge deadline in a couple of days and can't render with the fastest machine in the house. Cheers, Frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] OT: machine won't render SphericalTransform node
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 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 expected. This particular issue might be related to piz compressed exrs as well. Anyway, it's a long shot but your issue sounded similar to this one. Quoted below is my email to The Foundry with the bug id and an example script. Hope that helps! On Monday, 2014-08-04 at 3:10p, Jed Smith wrote: I have run into another instance of bug id 42159, and thought I would forward it along in case it is helpful in resolving the issue. This occurs on Mac OSX 10.9.3 with Nuke 8.0v5. Open the script and view the end of the node stack. You can hopefully observe that the image calculates very slowly for the complexity of the input. Notice that if you insert the provided blur node before the lensdistortion node to break concatenation, the image calculates as expected. Interestingly, I discovered that if the input image is a piz compressed sequence, this behavior occurs, but if it is a zip (1 scanline) compressed image, it does not. A switch node is provided to demonstrate this. Would love to get this issue resolved. Thanks! -- Jed Smith Compositor, Atomic Fiction On Tuesday, 2014-08-26 at 7:07a, Frank Rueter|OHUfx wrote: 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 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 mailto:fr...@ohufx.com wrote: 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 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 LensDistortion but it's quite possible SphericalTransform is part of the same issue. The machine at the time was a 12 core Windows workstation. On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: 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 renders. I tried both windows and linux with similar results. This The inputs to the SphericalTransform are 2k square. When I leave it rendering a single frame with all it's ten cores it will eventually do it, but about 20 times slower than it should. Scripts without the SphericalTransform are fine. Does anybody have any idea what is going on? I am a bit screwed as I am facing a huge deadline in a couple of days and can't render with the fastest machine in the house. Cheers, Frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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
Re: [Nuke-users] OT: machine won't render SphericalTransform node
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 SphericalTransform output from the same nuke script, it would take too long to be feasible. I will update this thread if I find anything. Cheers, frank On 27/08/14 04:25, Nathan Rusch wrote: 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 concatenation, but it isn't a sure-fire workaround. I don't know what your input trees look like upstream of the SphericalTransform node, but you may want to try some desperation trick like that (if you use a Grade, make sure you actually apply an adjustment operation and then reverse it with a second node to prevent Nuke from optimizing it out). The other issue is triggered by trying to copy a channel (like rgba.blue) from the output of a Denoise2 node into another tree, and then viewing the Copy. Not to get too cynical, but I'm afraid these are just more examples of new Nuke releases breaking more than they fix. -Nathan *From:* Michael Garrett mailto:michaeld...@gmail.com *Sent:* Tuesday, August 26, 2014 8:35 AM *To:* Nuke user discussion mailto:nuke-users@support.thefoundry.co.uk *Subject:* Re: [Nuke-users] OT: machine won't render SphericalTransform node 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 circumstances. If I have a film scan plate (linearised exr) that has a few hot pixels in the ~500 range then the LensDistortion will slow to a crawl unless I add a Clamp node in-between. Of course, it's best practice to deal with those hot pixels but the LensDistortion does work fine in Nuke 7.0v9. Actually, I just checked and this is affecting STMap as well, I figured they may be using the same underlying method. Windows 7 Enterprise SP1. I've noticed this also seems to be an issue if I have, say, a cg render with a bounding box. If I kill the bounding box either by cropping or extending to the full image bounds then I'm back to normal speed. On 26 August 2014 11:00, Jed Smith jedy...@gmail.com mailto:jedy...@gmail.com wrote: 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 expected. This particular issue might be related to piz compressed exrs as well. Anyway, it's a long shot but your issue sounded similar to this one. Quoted below is my email to The Foundry with the bug id and an example script. Hope that helps! On Monday, 2014-08-04 at 3:10p, Jed Smith wrote: I have run into another instance of bug id 42159, and thought I would forward it along in case it is helpful in resolving the issue. This occurs on Mac OSX 10.9.3 with Nuke 8.0v5. Open the script and view the end of the node stack. You can hopefully observe that the image calculates very slowly for the complexity of the input. Notice that if you insert the provided blur node before the lensdistortion node to break concatenation, the image calculates as expected. Interestingly, I discovered that if the input image is a piz compressed sequence, this behavior occurs, but if it is a zip (1 scanline) compressed image, it does not. A switch node is provided to demonstrate this. Would love to get this issue resolved. Thanks! -- Jed Smith Compositor, Atomic Fiction On Tuesday, 2014-08-26 at 7:07a, Frank Rueter|OHUfx wrote: 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 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 mailto:fr...@ohufx.com wrote: 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
Re: [Nuke-users] SphericalTransform as Blink node?
I have been talking to you offline about this anyway, but just to say thank you in public as well: Thanks heaps!! Situations like this really show how awesome the Nuke community is! frank On 28/08/14 13:55, Haarm-Pieter Duiker wrote: Hey, Following up on this thread. There's a Blink implementation of the panorama to panorama mapping up on Nukepedia now. http://www.nukepedia.com/blink/transform/environmenttransform Hope that helps, HP On Mon, Aug 25, 2014 at 3:11 PM, Michael Garrett michaeld...@gmail.com mailto:michaeld...@gmail.com wrote: In fact I took maths for the angular map transform (latlong to angular, I think) from an old Debevec Siggraph paper or something, or maybe the book he wroteso maybe that was yours too! Since I know you worked with him on all that interesting stuff. On 25 August 2014 03:17, Haarm-Pieter Duiker l...@duikerresearch.com mailto:l...@duikerresearch.com wrote: Hey, That environment blur script has the start of what you need for a panorama transform node. That script defines the function 'spherical_tex2dir' that maps UV coordinates to directions. Define the inverse of that, mapping a direction back to UV coordinates and you have what you need for the spherical mapping. Do the same for angular, chrome ball and whatever other mapping you need and you have the pieces you need to write the full transform. The basic algorithm that I've used in the past was, for each output pixel: - map output pixel coordinate to UV - map UV coordinate to direction using the output panorama format - map direction to UV coordinate using the input panorama format - map UV coordinate to pixel coordinate and sample input image Oversampling, rotations and handling chrome balls vs. pan-and-tile panos (reflections vs. direct view) should be pretty easy to add on top of that. If I get some time this week, I can take a look at putting that together. The formats I used to have supported were Spherical, Angular, Fisheye (180 degree), Chrome Ball and Cubic (but that was a little funky). What other pano formats are needed? HP On Sun, Aug 24, 2014 at 7:07 PM, Michael Garrett michaeld...@gmail.com mailto:michaeld...@gmail.com wrote: I put it together before I knew about that 0.5 pixel offset trick, I would say it needs updating but then Haarm-Pieter Duiker's blink EnvironmentBlur node looks like the real deal. http://www.nukepedia.com/blink/filter/environmentblur On 24 August 2014 19:02, Patrick Heinen mailingli...@patrickheinen.com mailto:mailingli...@patrickheinen.com wrote: Yeah I picked your EnvConvolve apart the other day to have a uv mapped spherical transform ;) (by the way, don't forget your +0.5's for pixel center) I think a blink spherical transform would be worth it, seeing that nuke's spherical transform is pretty slow. I might give it some more thought tonight. cheers, Patrick On 24.08.2014, at 15:51, Michael Garrett michaeld...@gmail.com mailto:michaeld...@gmail.com wrote: Definitely possible. I've seen a couple of UV map Blink things already but haven't actually done anything myself yet. For example: http://nickdeboar.wordpress.com/2014/01/02/nuke-8-blink-script/ I have the UV map math for some of the transforms and it could be applied to Blink for sure. Have a look at the innards of my somewhat out of date EnvConvolve gizmo (which may need fixing...): http://www.nukepedia.com/gizmos/filter/envconvolve On 24 August 2014 18:31, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Possible? Worth it? Anybody up for it? :) -- ohufxLogo_50x50.png http://www.ohufx.com/ *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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] R3D Live source plates in Nuke
Too much room for error when reading R3d in directly, not to mention the speed hit due to de-bayering and full resolution as mentioned before. I totally agree that transcoding everything to dpx files is the way to go. This will give you: 1. full control over how the transcode happens across the show (gamma space, priamries etc) 2. much superior speed in Nuke due to having uncompressed rgb channels to load and only having to deal with the resolution that is actually required (especially if you shot on 8k and only need to deliver regular DCP or hd resolutions) On 19/09/14 11:17 am, John Coldrick wrote: Cool, thanks for the feedback guys. The speed hit seems like a no-fly... Cheers, J.C. On Thu, Sep 18, 2014 at 6:41 PM, Nathan Rusch nathan_ru...@hotmail.com mailto:nathan_ru...@hotmail.com wrote: R3D's are going to be slow because they need to be debayered. You're also looking at more room for error by exposing all of the debayer settings to the artist, and more room for instability by getting third-party libraries involved. I would stick with DPXs. -Nathan *From:* John Coldrick mailto:john.coldr...@gmail.com *Sent:* Thursday, September 18, 2014 3:01 PM *To:* Nuke user discussion mailto:nuke-users@support.thefoundry.co.uk *Subject:* [Nuke-users] R3D Live source plates in Nuke In the past we had experimented using quicktime files directly in Nuke as source plates and it was pretty much a disaster, unstable, inexplicitly slow at times, and checking around that was a concession from a number of shops. Fine in theory, seemed OK, but inevitably when you got to a real shot, trouble. I'm just curious if anyone has had any experience with using R3D files like this. We'd be working at 4K from a Red Dragon, I'm thinking on the plus side the compression would make for faster interaction, but potentially on the negative side some of the snappy scanline efficiencies might be lost, and of course, stability is key. I've also noticed that the firmware in the camera can be a real issue in getting successful reads in Nuke, so there's a thing... We're going to do some testing, but just curious if anyone had any war stories. Thanks in advance! J.C. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] SphericalTransform slowness
I experienced the same. L:inux worked fine but windows was a dog (something like ten times slower). Haven't had time to get to the bottom of this yet though On 13/10/14 07:49, Michael Garrett wrote: I'm using SphericalTransform in Nuke 8.0v5 on Windows 7 and it's extremely slow - much slower than I've experienced on other platforms with prior versions of Nuke. Is this a bug with the Windows build, or is it a larger issue with Nuke 8.x? Thanks, Michael ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] nuke shperical map
Depending on the images and their overlap you may be able to use the camera tracker, then output one card per frame (output option cards). From there you can render a spherical map or cubic maps and convert them to a spherical map via the SphericalTransform node. Otherwise you can align the cards by eye in 3D space (rotate them around a common pivot point to create a spherical arrangement). On 6/11/14 5:05 pm, Crunchfx wrote: I hve around 33 image , 360 degree envirnment , need to make it good spherical environment map, for 3d . I hve seen frank used it on masterclass. I can get those script that help me. From: Deke Kincaid mailto:d...@thefoundry.co.uk Sent: ?06-?11-?2014 09:07 AM To: Nuke user discussion mailto:nuke-users@support.thefoundry.co.uk Subject: Re: [Nuke-users] nuke shperical map That is a very broad question. What are you trying to create it from? On Wednesday, November 5, 2014, Crunch vFx crunc...@gmail.com mailto:crunc...@gmail.com wrote: hi guys how do i creat spherical map using nuke , need suggestion . -- - Deke Kincaid ME OEM Development Manager The Foundry Mobile: (310) 883 4313 Tel: (310) 399 4555 - Fax: (310) 450 4516 ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] OT: iMac with 5K retina display worth it?
Hi all, sorry for the OT but I was wondering if anybody has had any experience running Nuke (or Hiero) on a new iMac with 5k retina display? I'm a bit suspicious about the whole 5k monitor hype, and seeing the one without retina display comes with a NVIDIA GeForce GTX 780M, while the 5K retina model comes with an AMD Radeon, I'm wondering if the latter would even get GPU support in Nuke? Any info would be much appreciated! Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] OT: iMac with 5K retina display worth it?
Thanks for the info, I had thought as much. That pretty much disqualifies the 5k one for me. I prefer a fast 2k display :) On 15/02/15 8:18 pm, Marten Blumen wrote: AMD on OsX is currently specific for the trash-can Mac for GPU acceleration. i.e. an AMD 7950 card won't give GPU acceleration. A request has been made for more AMD acceleration support. On 15 February 2015 at 19:26, Gary Jaeger g...@corestudio.com mailto:g...@corestudio.com wrote: We have a bunch of them. They work great, but haven’t used Studio (or Hiero) but I don’t think you get GPU support in X. I can check later. Gary Jaeger // Core Studio 249 Princeton Avenue Half Moon Bay, CA 94019 650 728 7060 tel:650%20728%207060 http://corestudio.com http://corestudio.com/ On Feb 14, 2015, at 10:21 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Hi all, sorry for the OT but I was wondering if anybody has had any experience running Nuke (or Hiero) on a new iMac with 5k retina display? I'm a bit suspicious about the whole 5k monitor hype, and seeing the one without retina display comes with a NVIDIA GeForce GTX 780M, while the 5K retina model comes with an AMD Radeon, I'm wondering if the latter would even get GPU support in Nuke? Any info would be much appreciated! Cheers, frank -- ohufxLogo_50x50.png http://www.ohufx.com/ *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Deep Transform Subpixel Values
Masking in deep can be a whole other can of worms, yes. Basically every time you are dealing with transparency of some sort things get a little more complicated as you need to be able to define how each sample that contributes to the transparent pixel has to be treated to deliver predictable results. I haven't worked with deep for a while, so I might be talking crap, but I'm sure other people like Colin can explain better. frank On 22/03/15 10:16 am, Jed Smith wrote: Yes, it makes sense now that you point that out. Thanks for the suggestion Frank, static cameras should work to solve this problem. Is there a similar reason explaining why the DeepColorCorrect does not have a mask input? On Sat, Mar 21, 2015 at 10:24 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: From what I remember, DeepTransform does not filter like you would expect from a 2D tranform, as that would be a potentially crazy amount of calculations (every single sample would have to be filtered and there could be lots). Hence this node should be used with care for things like reformatting overscan renders or static repos. Why don't you render all CG with the same (static) camera as the deep, wih a bit of overscan, and match move the lot at the end? On 21/03/15 5:05 pm, Jed Smith wrote: Hello! I am running into some issues with the DeepTransform node and was wondering if anyone has experienced similar behavior. Basically the situation is that we have some shots that are very nearly lockoff shots, just with some subtle nodal camera movement. In order to save on disk space we are attempting to render a single frame of deep data and matchmove this to the plate's movement before doing the deep holdout on our deep fx elements. To do this we are trying to use a DeepTransform, but we are running into an issue where it looks like the holdout is jumping. I believe this is being caused by the transform x and y values of the DeepTransform rounding to the nearest pixel values. Does the DeepTransform node support sub-pixel transform values? Is this not possible? Forgive me if this is a dumb question, I understand Deep conceptually, but I'm sure there are subtleties that I am not aware of. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Vfx Supervisor | Lumen o: 747-200-2063 tel:747-200-2063 c: 818-433-9056 tel:818-433-9056 ohufxLogo 50x50 http://www.ohufx.com *vfx for storytellers http://www.ohufx.com* *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation consulting http://ohufx.com/index.php/vfx-customising* * ** ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- Vfx Supervisor | Lumen o: 747-200-2063 c: 818-433-9056 ohufxLogo 50x50 http://www.ohufx.com *vfx for storytellers http://www.ohufx.com* *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation consulting http://ohufx.com/index.php/vfx-customising* * ** ___ 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] Deep Transform Subpixel Values
From what I remember, DeepTransform does not filter like you would expect from a 2D tranform, as that would be a potentially crazy amount of calculations (every single sample would have to be filtered and there could be lots). Hence this node should be used with care for things like reformatting overscan renders or static repos. Why don't you render all CG with the same (static) camera as the deep, wih a bit of overscan, and match move the lot at the end? On 21/03/15 5:05 pm, Jed Smith wrote: Hello! I am running into some issues with the DeepTransform node and was wondering if anyone has experienced similar behavior. Basically the situation is that we have some shots that are very nearly lockoff shots, just with some subtle nodal camera movement. In order to save on disk space we are attempting to render a single frame of deep data and matchmove this to the plate's movement before doing the deep holdout on our deep fx elements. To do this we are trying to use a DeepTransform, but we are running into an issue where it looks like the holdout is jumping. I believe this is being caused by the transform x and y values of the DeepTransform rounding to the nearest pixel values. Does the DeepTransform node support sub-pixel transform values? Is this not possible? Forgive me if this is a dumb question, I understand Deep conceptually, but I'm sure there are subtleties that I am not aware of. ___ 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 -- Vfx Supervisor | Lumen o: 747-200-2063 c: 818-433-9056 ohufxLogo 50x50 http://www.ohufx.com *vfx for storytellers http://www.ohufx.com* *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation consulting http://ohufx.com/index.php/vfx-customising* * ** ___ 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] Mr. Reuter's projection for paint gizmo?
late to the party, sorry. a bit busy these days. glad it's still useful On 2/04/15 3:26 am, Pat Wong wrote: heres the file Kind Regards Patrick Wong 077961 35224 www.wahwahdigital.com http://www.wahwahdigital.com On 2 April 2015 at 11:20, Pat Wong patwon...@gmail.com mailto:patwon...@gmail.com wrote: i'ved grouped up all the necessary scripts for franks paint hub.. included is the time echo projection camera too. hope its what your looking for.. patrick Kind Regards Patrick Wong 077961 35224 www.wahwahdigital.com http://www.wahwahdigital.com On 1 April 2015 at 19:10, Pat Wong patwon...@gmail.com mailto:patwon...@gmail.com wrote: Its the matte paint Hub setup. I have it, ill upload it later... On 1 Apr 2015 17:57, Ron Ganbar ron...@gmail.com mailto:ron...@gmail.com wrote: It was in the 2009 London masterclass. R On 1 Apr 2015 7:51 pm, Randy Little randyslit...@gmail.com mailto:randyslit...@gmail.com wrote: Yes Production workflows. You can remember this but not that Planar tracking trick thing Mike? :-P Randy S. Little http://www.rslittle.com/ http://www.imdb.com/name/nm2325729/ On Wed, Apr 1, 2015 at 12:33 PM, Michael Rosslang emarl...@gmail.com mailto:emarl...@gmail.com wrote: Nuke, Production Workflows, Coverage Maps - PartA https://www.youtube.com/watch?v=QXgjK0CtQWQ Nuke, Production Workflows, Matte Paint Hub - PartA https://www.youtube.com/watch?v=uJU8kAwNuU8 On Wed, Apr 1, 2015 at 9:29 AM, Elias Ericsson Rydberg elias.ericsson.rydb...@gmail.com mailto:elias.ericsson.rydb...@gmail.com wrote: If I remember correctly you just had your camera project a white solid onto a huge sphere on every frame. Then rendering that out the uv each frame. Or with a spherical camera maybe? Then time echo them all together with a max merge operation. Then you have your latlong coverage map. That's what I remember from the top of my head Den 1 apr 2015 18:24 skrev Randy Little randyslit...@gmail.com mailto:randyslit...@gmail.com: Yeah I can't find it. I can only find the export to PS position thing. This was a animated camera projecting a sequence onto geo then rendering out the UV to paint on. What I can't remember how to do is have each frame stay as the camera moves leaving each frame projected. I'm sure its time echo and project onto the geo but couldn't remember if there where other things involved to make it work correctly when sent to Matte painter. Randy S. Little http://www.rslittle.com/ http://www.imdb.com/name/nm2325729/ On Wed, Apr 1, 2015 at 11:59 AM, Randy Little randyslit...@gmail.com mailto:randyslit...@gmail.com wrote: Thank you. Randy S. Little http://www.rslittle.com/ http://www.imdb.com/name/nm2325729/ On Wed, Apr 1, 2015 at 11:58 AM, Elias Ericsson Rydberg elias.ericsson.rydb...@gmail.com mailto:elias.ericsson.rydb...@gmail.com wrote: It's on the foundrys youtube channel. Using the position node if I remember correctly Den 1 apr 2015 17:56 skrev Randy Little randyslit...@gmail.com mailto:randyslit...@gmail.com: Frank( I think) had a gizmo or a process for painting with a projection so that Matte dept would only need to paint where necessary. It might
Re: [Nuke-users] PostageStamps - not moving upstream inputs
there is no way. it's been a (very) long standing feature request that this method should ignore hidden inputs and nothing has ever moved on that front unfortunately. On 8/04/15 2:18 pm, Sean Falcon wrote: Hi, When you hold control and move a node, it moves the upstream nodes as well. Very helpful. However, if you have PostageStamps in that tree, it moves the PostageStamps and their inputs as well. Does anyone know if it's possible to only move the PostageStamp and not it's input? Thanks, Sean___ 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 -- Vfx Supervisor | Lumen o: 747-200-2063 c: 818-433-9056 ohufxLogo 50x50 http://www.ohufx.com *vfx for storytellers http://www.ohufx.com* *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation consulting http://ohufx.com/index.php/vfx-customising* * ** ___ 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] Nuke Studio not showing clip name in viewer anymore?
Hi, I am finally getting a little bit of time to switch over to NukeStudio. I noticed we can no longer see clip or version info in the viewer like in Hiero. Is that the case or am I missing a magic hotkey to show this? I constantly need to scrub through sequences and call out shot names and version numbers and don't want to have to zoom into the timeline for that. Is this a regression or is it a clever little trick Frank hasn't picked up on yet? Cheers, frank -- Vfx Supervisor | Lumen o: 747-200-2063 c: 818-433-9056 ohufxLogo 50x50 http://www.ohufx.com *vfx for storytellers http://www.ohufx.com* *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation consulting http://ohufx.com/index.php/vfx-customising* * ** ___ 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] NukeStudio - hotkeys to select clips in timeline
Ah, thanks. Good thing I bought an extra number pad for my laptop. Still struggling big time with the whole hotkey rejig but I guess it had to be done. On 24/04/15 5:00 am, Declan Slevin wrote: Hi Frank, This should still be possible with the numpad arrow keys. Cheers, Declan On 24 April 2015 at 06:15, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Hi everybody, have we lost the ability to use hotkeys to move the selection of clips in the timeline? E.g. in Hiero I can use arrow keys to select the next clip in the timeline which is quite handy for several reasons. Is this still possible with another hotkey? Cheers, frank -- Vfx Supervisor | Lumen o: 747-200-2063 tel:747-200-2063 c: 818-433-9056 tel:818-433-9056 ohufxLogo 50x50 http://www.ohufx.com *vfx for storytellers http://www.ohufx.com* *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation consulting http://ohufx.com/index.php/vfx-customising* * ** ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Declan Slevin • Nuke QA Engineer The Foundry 5 Golden Square, London, W1F 9HT Tel: +44 (0)20 7479 4350 • Web: www.thefoundry.co.uk http://www.thefoundry.co.uk/ The Foundry Visionmongers Ltd.•Registered in England and Wales No: 4642027 ___ 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 -- Vfx Supervisor | Lumen o: 747-200-2063 c: 818-433-9056 ohufxLogo 50x50 http://www.ohufx.com *vfx for storytellers http://www.ohufx.com* *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation consulting http://ohufx.com/index.php/vfx-customising* * ** ___ 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] NukeStudio - hotkeys to select clips in timeline
Hi everybody, have we lost the ability to use hotkeys to move the selection of clips in the timeline? E.g. in Hiero I can use arrow keys to select the next clip in the timeline which is quite handy for several reasons. Is this still possible with another hotkey? Cheers, frank -- Vfx Supervisor | Lumen o: 747-200-2063 c: 818-433-9056 ohufxLogo 50x50 http://www.ohufx.com *vfx for storytellers http://www.ohufx.com* *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation consulting http://ohufx.com/index.php/vfx-customising* * ** ___ 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] PostageStamps - not moving upstream inputs
sure would be nice. guess somebody should request it again to bump the priority On 14/04/15 2:28 pm, Aurélyen Daudet wrote: Hi there, I'm agree with the idea of just adding a new feature, something like Ctrl + Shift + Click, to ignore hidden inputs upstream. And keep what people are used to, Ctrl + Click to select all upstream nodes, including hidden inputs. I think I would have needed this feature only a very few times in the past. But if the option exists, quite sure this will be used. Cheers. -- Aurélyen DAUDET - Enseignant Nuke et Compositing adau...@artfx.fr mailto:adau...@artfx.fr- www.artfx.fr http://www.artfx.fr - blog.artfx.fr http://blog.artfx.fr On 14 April 2015 at 22:45, Sean Falcon vfxco...@gmail.com mailto:vfxco...@gmail.com wrote: Hi Frank, I would not want to always ignore the inputs. Would it be possible to add another modifier key to ignore inputs? Like Ctl + drag moves the inputs and something like shift+ctl drag ignores any hidden inputs while dragging? Both functions are very useful, so a quick additional key press to add some extra functionality would be perfect. No reason to change the existing one. Just add to it instead. Thanks, Sean On Apr 14, 2015, at 12:11 AM, Frank Harrison fr...@thefoundry.co.uk mailto:fr...@thefoundry.co.uk wrote: Hey guys, Yes I can see that's annoying and pending getting sign-off from our product designer I think I have a fix. One question, if inputs are hidden, do you want to /always/ ignore upstream Nodes when CTRL+Dragging? For example another user does wants to see (not move) all Nodes connected upstream, especially via hidden-inputs. Right now which you can do this by CTRL+Clicking the down-stream Node and all upstream Nodes will be selected and highlighted. With my [tentative] fix the Nodes aren't selected, but the input arrows are shown/highlighted. F. On 14 April 2015 at 05:42, Sean Falcon vfxco...@gmail.com mailto:vfxco...@gmail.com wrote: Gah! Thanks Frank. On Apr 13, 2015, at 7:19 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: there is no way. it's been a (very) long standing feature request that this method should ignore hidden inputs and nothing has ever moved on that front unfortunately. On 8/04/15 2:18 pm, Sean Falcon wrote: Hi, When you hold control and move a node, it moves the upstream nodes as well. Very helpful. However, if you have PostageStamps in that tree, it moves the PostageStamps and their inputs as well. Does anyone know if it's possible to only move the PostageStamp and not it's input? Thanks, Sean___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Vfx Supervisor | Lumen o: 747-200-2063 tel:747-200-2063 c: 818-433-9056 tel:818-433-9056 ohufxLogo_50x50.png http://www.ohufx.com *vfx for storytellers http://www.ohufx.com* *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation consulting http://ohufx.com/index.php/vfx-customising* * ** ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Frank Harrison Senior Nuke Software Engineer The Foundry Tel: +44 (0)20 7968 6828 tel:%2B44%20%280%2920%207968%206828 - Fax: +44 (0)20 7930 8906 tel:%2B44%20%280%2920%207930%208906 Web: www.thefoundry.co.uk http://www.thefoundry.co.uk Email: frank.harri...@thefoundry.co.uk mailto:frank.harri...@thefoundry.co.uk ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi
Re: [Nuke-users] Adjusting Bounding Box of Deep images
As it seems that forums and mailing lists are not synchronised, Yikes. I forgot all about the forums as I was assuming they were synced and have no time to log in through web browsers to keep an eye on posts. Oh well, guess I'm missing out on a bit now On 04/06/15 02:27, Thorsten Kaufmann wrote: Hey there, [rant] As it seems that forums and mailing lists are not synchronised, please excuse the cross post. User base fragmentation, YAY! [/rant] Is it possible to modify the datawindow/bounding box of a deepImage and write that to a deep EXR? We can save a lot of space using datawindow and I am currently evaluating deep comp and would love to integrate that for both performance and space requirement reasons. Cheers, Thorsten --- Thorsten Kaufmann Production Pipeline Architect Mackevision Medien Design GmbH Forststraße 7 70174 Stuttgart T +49 711 93 30 48 606 F +49 711 93 30 48 90 M +49 151 19 55 55 02 thorsten.kaufm...@mackevision.com www.mackevision.com Geschäftsführer: Armin Pohl, Joachim Lincke HRB 243735 Amtsgericht Stuttgart --- *VFX:* Game of Thrones, Season 4 – VFX making of reel http://vimeo.com/100095868.* TWITTER:* Follow us on Twitter https://twitter.com/Mackevision. ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Re: NukeStudio: comp with multiple track items - copy / transcode exporter
I have done this in Hiero before without trouble (i.e. using tags or track names as name tokens and using the collate shot name or timings option in the exporter, depending on the timeline structure). Make sure the right tracks are selected in the exporter. On 19/06/15 12:30, Mat McCosker wrote: Heya, has anyone had any luck with this? Is this expected? It would be great to get all the tracks to copy/transcode... Thanks!! M On Thu, 18 Jun 2015 at 11:48 am, Mat McCosker mat.mccos...@gmail.com mailto:mat.mccos...@gmail.com wrote: Hi, Similar question to Frank's with regards to multiple track items used with 'Create Comp Special...' - I'm not seeing the transcode or copy exporter working with more than just the main (selected) track when creating a 'single comp across all shots'. My local export preset / template uses {track} {filename} tokens. M ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Best resolution to scale to 4K
Don't get me wrong, but: Why did you agree to deliver 4k if the budget or time doesn't allow for it? Isn't that significantly devaluing the VFX work? On 11/06/15 05:39, Sebastian Kral wrote: Hi everyone, we have a small project we have to deliver in 4K. Neither the budget nor our renderfarm is big enough to render the CG in native 4K in the time frame. I wanted to ask if you have some experience you can share with us what is the best resolution to use? I would think 2K will not be enough to look good in 4K but perhaps something in between? Thanks for sharing. Cheers, Sebastian -- Sent from mobile device ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] NukeStudio: how to create comp with multiple track items
Hi, I just tried to create a comp in NukeStudio for a shot that has multiple track items (BG and FG). The tracks live above each other in the timeline and have the same shot name. I was hoping that creating comp with both selected would bring them both into the resulting Nuke script, but it doesn't. I tried with collate shot names and collate shot timings as well as connect tracks but I only ever get the top most track item as a read node in the comp. In the Tracks for this export (in the export manager) section I have both tracks checked. What am I missing? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] NukeStudio: how to create comp with multiple track items
hm. NukeStudio crashed on me, and when it came back up it did bring in the extra tracks. In fact it brought in all active track items even though I explicitly only had two tracks active in the export template. Will keep poking it... On 14/06/15 2:49 pm, Frank Rueter|OHUfx wrote: Hi, I just tried to create a comp in NukeStudio for a shot that has multiple track items (BG and FG). The tracks live above each other in the timeline and have the same shot name. I was hoping that creating comp with both selected would bring them both into the resulting Nuke script, but it doesn't. I tried with collate shot names and collate shot timings as well as connect tracks but I only ever get the top most track item as a read node in the comp. In the Tracks for this export (in the export manager) section I have both tracks checked. What am I missing? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] NukeStudio: how to create comp with multiple track items
I did On 15/06/15 07:24, Lucien Fostier wrote: Hey Franck, why dont u try create comp (special)? Seems like what your looking for. cheers Lucien Sent from my iPhone ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Best resolution to scale to 4K
haha, sounds familiar :-D On 11/06/15 15:25, Sebastian Kral wrote: Thanks for the suggestions. We will test some of them in the coming days. I'll try to give an update on our decision for later reference. @Frank Please don't ask these rational and logical questions. I am on the technical side of things. That's all I can say ;-) On Wednesday, June 10, 2015, Frank Rueter|OHUfx fr...@ohufx.com javascript:_e(%7B%7D,'cvml','fr...@ohufx.com'); wrote: Don't get me wrong, but: Why did you agree to deliver 4k if the budget or time doesn't allow for it? Isn't that significantly devaluing the VFX work? On 11/06/15 05:39, Sebastian Kral wrote: Hi everyone, we have a small project we have to deliver in 4K. Neither the budget nor our renderfarm is big enough to render the CG in native 4K in the time frame. I wanted to ask if you have some experience you can share with us what is the best resolution to use? I would think 2K will not be enough to look good in 4K but perhaps something in between? Thanks for sharing. Cheers, Sebastian -- Sent from mobile device ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * -- Sent from mobile device ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] LUE
Aren't the mailing list and that forum the same thing? Apparently not. Quite frightening to think that this community as been split into two On 11/06/15 17:40, Fredrik Averpil wrote: Very nice, will be sure to download this and make it available here in our pipeline. By the way ... why did that not get posted to this mailing list? Aren't the mailing list and that forum the same thing? Cheers, Fredrik ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] NukeStudio: how to create comp with multiple track items
yeah, it did work as expected after a (involuntary) restart. I used track tokens to pick up the name of the respective track name during export. You may need to use collate shot names if the track items share the sane shot name, or collate shot timings if the track items share the same timing in your timeline. On 16/06/15 12:50, Phillip Lange wrote: Hi Frank Did you find a solution to this ? I've just conformed from an xml where the editor has left clips on mulitple tracks and I need all those tracks as seperate inputs in my comp. Any solutions yet ? thanks Phill On Mon, Jun 15, 2015 at 7:21 AM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: I did On 15/06/15 07:24, Lucien Fostier wrote: Hey Franck, why dont u try create comp (special)? Seems like what your looking for. cheers Lucien Sent from my iPhone ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] Nuke crash on exit
I get it every time the moment I use the viewer. -start nuke -create checkerboard -hook up checkerboard to viewer -close nuke -seg fault Without my pipeline code (which does register a couple of PySide widgets as nuke panels) it doesn't happen, but it never used to happen before Nuke 8. Reported this back when it started in Nuke 8 On 03/06/15 01:45, Rich Bobo wrote: Frank, I have been getting crashes on exit (Nuke 9.0v4 on Windows 7 Pro) for a while now… Not sure what leads to the problem - it’s fairly random. Could be high memory usage, but I’m not sure. My machine has 64 GB of RAM... Rich Rich Bobo Senior VFX Compositor Armstrong White Email: rich.b...@armstrong-white.com mailto:rich.b...@armstrong-white.com http://armstrong-white.com/ Email: richb...@mac.com mailto:richb...@mac.com Mobile: (248) 840-2665 Web: http://richbobo.com/ On Jun 1, 2015, at 7:29 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: interestingly Nuke9 decided to seg fault on start up for me as well now. If I keep trying it eventually launches. anybody else? On 31/05/15 18:02, Daniel Hartlehnert wrote: Uh, segmentation fault crashes. Getting these alot! on Linux/Nuke7. However, the crashes i talked about don't show any error message in the command line window. Usually its already gone as well. Am 31.05.2015 um 05:22 schrieb Ben Dickson: Might be due to this (not sure if this is still the case in Nuke 9): On 23/11/13 02:54, The Foundry Support wrote: Hi Ben I managed to get this crashing consistently on Linux with your steps in Nuke 7/8 but not in 6.3v9. I've reopened the bug. Thanks Jason Ben Dicksonben.dick...@rsp.com.au wrote: There was a problem fixed in Nuke 6.3v8, Bug #23576, Segmentation Fault on Nuke exit after using a custom PySide window However I am having a similar problem in Nuke 7.0v8, on Linux. [...] On 30/05/15 15:39, Fredrik Averpil wrote: Yeah, we get this too occasionally. lör 30 maj 2015 kl. 05:12 skrev Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com: Same here since Nuke 8 (on linux and osx). Quite annoying. Reported it back then On 30/05/15 06:36, Daniel Hartlehnert wrote: I doubt its your pipeline. I've seen it across many companies i have worked for. Like i said, it only happens when the script was very memory heavy. Seems to have something to do with freeing the memory. Am 29.05.2015 um 20:23 schrieb Bruno-Pierre Jobin: Same on Linux. I thought it was one of our pipeline tools that cause the crashing but if you are also experiencing this, its probably Nuke 9. On Fri, May 29, 2015 at 1:27 PM, Howard Jones mrhowardjo...@yahoo.com mailto:mrhowardjo...@yahoo.com wrote: I can confirm on Mac - see this a lot. H On 29 May 2015, at 18:21, Daniel Hartlehnert dah...@gmx.de mailto:dah...@gmx.de wrote: Hi, in my experience, Nuke 9 crashes alot when your script was memory intense and you are closing it. When you quit the application, Nuke will exit, but Windows will very often display a crash message. No Nuke crash reporter. I saw this very often with earlier version, maybe around v6, then i got better, and now in 9, its as bad as it ever was. Can anyone else confirm this? Nuke 9 on Windows. Cheers, Daniel ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Bruno-Pierre Jobin ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users
Re: [Nuke-users] Nuke crash on exit
interestingly Nuke9 decided to seg fault on start up for me as well now. If I keep trying it eventually launches. anybody else? On 31/05/15 18:02, Daniel Hartlehnert wrote: Uh, segmentation fault crashes. Getting these alot! on Linux/Nuke7. However, the crashes i talked about don't show any error message in the command line window. Usually its already gone as well. Am 31.05.2015 um 05:22 schrieb Ben Dickson: Might be due to this (not sure if this is still the case in Nuke 9): On 23/11/13 02:54, The Foundry Support wrote: Hi Ben I managed to get this crashing consistently on Linux with your steps in Nuke 7/8 but not in 6.3v9. I've reopened the bug. Thanks Jason Ben Dickson ben.dick...@rsp.com.au wrote: There was a problem fixed in Nuke 6.3v8, Bug #23576, Segmentation Fault on Nuke exit after using a custom PySide window However I am having a similar problem in Nuke 7.0v8, on Linux. [...] On 30/05/15 15:39, Fredrik Averpil wrote: Yeah, we get this too occasionally. lör 30 maj 2015 kl. 05:12 skrev Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com: Same here since Nuke 8 (on linux and osx). Quite annoying. Reported it back then On 30/05/15 06:36, Daniel Hartlehnert wrote: I doubt its your pipeline. I've seen it across many companies i have worked for. Like i said, it only happens when the script was very memory heavy. Seems to have something to do with freeing the memory. Am 29.05.2015 um 20:23 schrieb Bruno-Pierre Jobin: Same on Linux. I thought it was one of our pipeline tools that cause the crashing but if you are also experiencing this, its probably Nuke 9. On Fri, May 29, 2015 at 1:27 PM, Howard Jones mrhowardjo...@yahoo.com mailto:mrhowardjo...@yahoo.com wrote: I can confirm on Mac - see this a lot. H On 29 May 2015, at 18:21, Daniel Hartlehnert dah...@gmx.de mailto:dah...@gmx.de wrote: Hi, in my experience, Nuke 9 crashes alot when your script was memory intense and you are closing it. When you quit the application, Nuke will exit, but Windows will very often display a crash message. No Nuke crash reporter. I saw this very often with earlier version, maybe around v6, then i got better, and now in 9, its as bad as it ever was. Can anyone else confirm this? Nuke 9 on Windows. Cheers, Daniel ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Bruno-Pierre Jobin ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com*vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ben dickson 2D TD | ben.dick...@rsp.com.au rising sun pictures | www.rsp.com.au ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing
Re: [Nuke-users] ModelBuilder - Import Geo? Or Vertex Snap?
You can create primitives in ModelBuilder but you can't snap them to other vertices afaik. You can't import geo and edit it in ModelBuilder either. Try EditGeo instead (but don't hold your breath). On 01/07/15 12:12, Ned Wilson wrote: Hello All, I have a basic card that I made from selecting some solved 3D points from the CameraTracker node, right-clicking, and selecting Create - Card. I would love to pull this geo into ModelBuilder and tweak it. Is there a way to import geometry into the model builder node? As an alternative, can you create primitives within model builder and snap them to existing geo, such as vertices or faces? Thanks! -n ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] ModelBuilder - Import Geo? Or Vertex Snap?
That makes no sense though. What if I have a camera and geometry and all I want is to align them? The ModelBuilder has the workflow for that but wont allow it apparently. I reckon the workflow in the ModelBuilder should be usable for aligning existing geo to existing cameras and vise versa, aligning camera(s) to geo. Of course it's a different story if you want to track a camera to existing geo On 01/07/15 16:58, Deke Kincaid wrote: Aligning geo to the camera was moved into the cameraTracker when we updated it in v8. http://help.thefoundry.co.uk/nuke/9.0/#comp_environment/cameratracker/3d_survey_points.html http://help.thefoundry.co.uk/nuke/9.0/#comp_environment/cameratracker/tracking_usertracks.html -- Deke Kincaid Media Entertainment OEM Development Manager The Foundry Skype: dekekincaid Tel: (310) 399 4555 - 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 Tue, Jun 30, 2015 at 7:37 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: Ah, cool, I was wrong. I never use the geo pipe since I realised it won't let you align the incoming geo to the camera - or can it do that by now? On 01/07/15 12:53, Deke Kincaid wrote: The Modelbuilder has a Geo input pipe which will allow you to snap geo to vertices from any input. You can use this with point clouds from the CameraTracker or the PointCloudGenerator. This is also good for keeping the scale the same between two solves. -- Deke Kincaid Media Entertainment OEM Development Manager 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 Tue, Jun 30, 2015 at 5:29 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: You can create primitives in ModelBuilder but you can't snap them to other vertices afaik. You can't import geo and edit it in ModelBuilder either. Try EditGeo instead (but don't hold your breath). On 01/07/15 12:12, Ned Wilson wrote: Hello All, I have a basic card that I made from selecting some solved 3D points from the CameraTracker node, right-clicking, and selecting Create - Card. I would love to pull this geo into ModelBuilder and tweak it. Is there a way to import geometry into the model builder node? As an alternative, can you create primitives within model builder and snap them to existing geo, such as vertices or faces? Thanks! -n ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] NukeStudio: how to create comp with multiple track items
I used the track token in folder and file names, otherwise one element would have overwritten the other upon export. In your export template there doesn't seem to be any differentiation to ensure multiple items for the same shot don't overwrite each other. not sure if that is what is going on, but try using the track token in your output paths (assuming the multiple elements live on different tracks). Let me know if this helps, I can try a bit harder here if it doesn't. P.S.: The error is a python error which says that the tuple (a particular type of list in python) has less elements than expected, which points towards items overwriting each other as well. On 29/06/15 17:36, Phillip Lange wrote: Hi Frank, I'm still struggling to get this to work. Where in your export structure did you use the {track} token ? I've tried many many variations and seem to get just as many varied results. Often I get this error tuple index out of range which, while appealing in a surreal kind of way, is not very helpful. I've used the collate shot names and timings as well but they don't seem to help. I've attached an image of my export structure can you see anything wrong with it ? Any help greatly appreciated, it's driving me a bit nutso now, thanks Phill. On Tue, Jun 16, 2015 at 12:45 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: yeah, it did work as expected after a (involuntary) restart. I used track tokens to pick up the name of the respective track name during export. You may need to use collate shot names if the track items share the sane shot name, or collate shot timings if the track items share the same timing in your timeline. On 16/06/15 12:50, Phillip Lange wrote: Hi Frank Did you find a solution to this ? I've just conformed from an xml where the editor has left clips on mulitple tracks and I need all those tracks as seperate inputs in my comp. Any solutions yet ? thanks Phill On Mon, Jun 15, 2015 at 7:21 AM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: I did On 15/06/15 07:24, Lucien Fostier wrote: Hey Franck, why dont u try create comp (special)? Seems like what your looking for. cheers Lucien Sent from my iPhone ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] NukeStudio: how to create comp with multiple track items
Hi Mat, I just did a test with three track items with the same name on different tracks (same timing in the timeline), and using collate shot names produced a nuke script with all three elements (see attached). Is that not working for you? The copy exporter however only seems to export one of the track items (no errors). On 30/06/15 11:55, Mat McCosker wrote: Hi Frank, I can get this to work if I'm using the 'separate comp' option but not if it's a single comp across all the tracks - I'm using the {track} token and don't seem to be getting any errors. No matter how I select things, using 'all tacks' or checking each track, I still only get the one track copied over to ../nuke/source/{track}/{track}_{filename} Here's the structure I'm using in the preset; SequenceItem valuetype=tuple SequenceItem valuetype=str{shot}/nuke/source/{track}/{track}_{filename}/SequenceItem SequenceItem valuetype=hiero.exporters.FnCopyExporter.CopyPreset root presetname=hiero.exporters.FnCopyExporter.CopyExporter tasktype=hiero.exporters.FnCopyExporter.CopyExporter / /SequenceItem /SequenceItem Thanks, Mat On Mon, Jun 29, 2015 at 4:08 PM Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: I used the track token in folder and file names, otherwise one element would have overwritten the other upon export. In your export template there doesn't seem to be any differentiation to ensure multiple items for the same shot don't overwrite each other. not sure if that is what is going on, but try using the track token in your output paths (assuming the multiple elements live on different tracks). Let me know if this helps, I can try a bit harder here if it doesn't. P.S.: The error is a python error which says that the tuple (a particular type of list in python) has less elements than expected, which points towards items overwriting each other as well. On 29/06/15 17:36, Phillip Lange wrote: Hi Frank, I'm still struggling to get this to work. Where in your export structure did you use the {track} token ? I've tried many many variations and seem to get just as many varied results. Often I get this error tuple index out of range which, while appealing in a surreal kind of way, is not very helpful. I've used the collate shot names and timings as well but they don't seem to help. I've attached an image of my export structure can you see anything wrong with it ? Any help greatly appreciated, it's driving me a bit nutso now, thanks Phill. On Tue, Jun 16, 2015 at 12:45 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: yeah, it did work as expected after a (involuntary) restart. I used track tokens to pick up the name of the respective track name during export. You may need to use collate shot names if the track items share the sane shot name, or collate shot timings if the track items share the same timing in your timeline. On 16/06/15 12:50, Phillip Lange wrote: Hi Frank Did you find a solution to this ? I've just conformed from an xml where the editor has left clips on mulitple tracks and I need all those tracks as seperate inputs in my comp. Any solutions yet ? thanks Phill On Mon, Jun 15, 2015 at 7:21 AM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: I did On 15/06/15 07:24, Lucien Fostier wrote: Hey Franck, why dont u try create comp (special)? Seems like what your looking for. cheers Lucien Sent from my iPhone ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http