Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-25 Thread Frank Rueter|OHUfx

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.


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Re: [Nuke-users] day rates in the UK

2014-03-14 Thread Frank Rueter|OHUfx

  
  
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


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Re: [Nuke-users] Switch title_color of a node through drop down menu

2014-03-15 Thread Frank Rueter|OHUfx

  
  

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
  

  
  
  
  
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Re: [Nuke-users] Switch title_color of a node through drop down menu

2014-03-15 Thread Frank Rueter|OHUfx

  
  
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

2014-03-15 Thread Frank Rueter|OHUfx

  
  
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

2014-03-20 Thread Frank Rueter|OHUfx

  
  
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.




  

  
  
  
  
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Re: [Nuke-users] day rates in the UK

2014-03-22 Thread Frank Rueter|OHUfx

  
  
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

2014-04-01 Thread Frank Rueter|OHUfx

  
  
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.

  







  
  


  
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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!
  


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Re: [Nuke-users] Greenscreen studio cam/setup

2014-04-01 Thread Frank Rueter|OHUfx

  
  
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

2014-04-01 Thread Frank Rueter|OHUfx

  
  
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

 

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Re: [Nuke-users] Greenscreen studio cam/setup

2014-04-02 Thread Frank Rueter|OHUfx

  
  
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

2014-04-08 Thread Frank Rueter|OHUfx

  
  
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

2014-04-11 Thread Frank Rueter|OHUfx

  
  
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 
  
  

  

  

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[Nuke-users] test

2014-04-14 Thread Frank Rueter|OHUfx

  
  
nothing like email problems in the morning...


-- 
  

  

vfx
compositing | workflow
  customisation and consulting 
  
  

  

  

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Re: [Nuke-users] from/minus in roto node

2014-04-18 Thread Frank Rueter|OHUfx

  
  
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 
  
  
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[Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-04-21 Thread Frank Rueter|OHUfx

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


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Re: [Nuke-users] Removing light flicker

2014-04-26 Thread Frank Rueter|OHUfx
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.




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Re: [Nuke-users] Removing light flicker

2014-04-27 Thread Frank Rueter|OHUfx

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.




--
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http://ohufx.com/index.php/vfx-compositing | *workflow 
customisation and consulting 
http://ohufx.com/index.php/vfx-customising* *


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Re: [Nuke-users] Nuke to Photoshop alpha issue

2014-04-29 Thread Frank Rueter|OHUfx
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

2014-04-29 Thread Frank Rueter|OHUfx

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?

2014-05-02 Thread Frank Rueter|OHUfx

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


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Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-05-02 Thread Frank Rueter|OHUfx
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


--


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http://ohufx.com/index.php/vfx-customising



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Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-05-02 Thread Frank Rueter|OHUfx
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


--


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Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-05-02 Thread Frank Rueter|OHUfx
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


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Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-05-03 Thread Frank Rueter|OHUfx
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.








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Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-05-03 Thread Frank Rueter|OHUfx

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


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[Nuke-users] Blink on Nukepedia

2014-05-06 Thread Frank Rueter|OHUfx

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

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[Nuke-users] Blink container now available on Nukepedia

2014-05-17 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] defocus seems to pop between frames

2014-06-02 Thread Frank Rueter|OHUfx
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.


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Re: [Nuke-users] How to load a TCL script thru menu.py

2014-06-06 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] How to load a TCL script thru menu.py

2014-06-06 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] How to load a TCL script thru menu.py

2014-06-07 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] Blink mini-project

2014-06-08 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] Blink mini-project

2014-06-08 Thread Frank Rueter|OHUfx
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

--
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| F: +44 (0)20 7637 3296 | www.blue-bolt.com |



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Re: [Nuke-users] Blink mini-project

2014-06-08 Thread Frank Rueter|OHUfx

- 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

--
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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
  |



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[Nuke-users] deep masking

2014-06-16 Thread Frank Rueter|OHUfx

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

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[Nuke-users] exr2 tool to copy channels?

2014-06-16 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] deep masking

2014-06-17 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] Simple Pixel Shift with wraparound...

2014-06-19 Thread Frank Rueter|OHUfx
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
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Web:  http://richbobo.com/

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Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-06-21 Thread Frank Rueter|OHUfx
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


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Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-06-22 Thread Frank Rueter|OHUfx

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.

--
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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
__






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Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-06-22 Thread Frank Rueter|OHUfx
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

  

  


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[Nuke-users] getting Nuke to flick particles off the emitter

2014-06-23 Thread Frank Rueter|OHUfx
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


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Re: [Nuke-users] getting Nuke to flick particles off the emitter

2014-06-23 Thread Frank Rueter|OHUfx
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


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Re: [Nuke-users] getting Nuke to flick particles off the emitter

2014-06-24 Thread Frank Rueter|OHUfx
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


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[Nuke-users] 3-sweep

2014-06-24 Thread Frank Rueter|OHUfx

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


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Re: [Nuke-users] Prosumer Lidar ?

2014-06-28 Thread Frank Rueter|OHUfx
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


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Re: [Nuke-users] Prosumer Lidar ?

2014-06-29 Thread Frank Rueter|OHUfx

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


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Re: [Nuke-users] DAG error

2014-07-17 Thread Frank Rueter|OHUfx
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

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[Nuke-users] add specular only

2014-08-04 Thread Frank Rueter|OHUfx

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

2014-08-06 Thread Frank Rueter|OHUfx

but I need to mask out the spec and pipe through the diffuse texture

On 05/08/14 20:30, Ron Ganbar wrote:
Just don't connect anything to the input of the Specular and you 
should be fine.




Ron Ganbar
email: ron...@gmail.com mailto:ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


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


Hi everybody,

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

What am I missing?

Cheers,
frank

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

2014-08-06 Thread Frank Rueter|OHUfx
Ah, using the secondary inputs is fine, just not the first pipe which is 
meant to take the upstream texture or shader.
If I leave that unconnected and use MergeMat to plus the specular on top 
of my texture instead I get what I wanted.


Cryptic...

Thanks!
frank

On 05/08/14 20:30, Ron Ganbar wrote:
Just don't connect anything to the input of the Specular and you 
should be fine.




Ron Ganbar
email: ron...@gmail.com mailto:ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


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


Hi everybody,

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

What am I missing?

Cheers,
frank

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

2014-08-06 Thread Frank Rueter|OHUfx
Spoke to soon. MergeMat produces artifacts like crazy, so back to plan B 
(using two ScanelineRender nodes and mergeing speculat and diffuse in 2D 
- booo).





On 07/08/14 15:41, Frank Rueter|OHUfx wrote:
Ah, using the secondary inputs is fine, just not the first pipe which 
is meant to take the upstream texture or shader.
If I leave that unconnected and use MergeMat to plus the specular on 
top of my texture instead I get what I wanted.


Cryptic...

Thanks!
frank

On 05/08/14 20:30, Ron Ganbar wrote:
Just don't connect anything to the input of the Specular and you 
should be fine.




Ron Ganbar
email: ron...@gmail.com mailto:ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


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


Hi everybody,

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

What am I missing?

Cheers,
frank

set cut_paste_input [stack 0]
version 8.0 v5
Camera2 {
 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

2014-08-07 Thread Frank Rueter|OHUfx

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

2014-08-11 Thread Frank Rueter|OHUfx

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!
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[Nuke-users] old lens distortion node?

2014-08-14 Thread Frank Rueter|OHUfx

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

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[Nuke-users] cloud rendering anybody?

2014-08-14 Thread Frank Rueter|OHUfx

Does anybody have experience with rendering nuke via an online service?
It might save me butt next week :)


Cheers,
frank


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Re: [Nuke-users] old lens distortion node?

2014-08-14 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] cloud rendering anybody?

2014-08-15 Thread Frank Rueter|OHUfx

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


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Re: [Nuke-users] cloud rendering anybody?

2014-08-15 Thread Frank Rueter|OHUfx

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


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Re: [Nuke-users] cloud rendering anybody?

2014-08-15 Thread Frank Rueter|OHUfx

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


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Re: [Nuke-users] VRay for nuke beta?

2014-08-24 Thread Frank Rueter|OHUfx
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

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[Nuke-users] SphericalTransform as Blink node?

2014-08-24 Thread Frank Rueter|OHUfx

Possible? Worth it? Anybody up for it? :)


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Re: [Nuke-users] VRay for nuke beta?

2014-08-25 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] VRay for nuke beta?

2014-08-25 Thread Frank Rueter|OHUfx
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

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Re: [Nuke-users] VRay for nuke beta?

2014-08-26 Thread Frank Rueter|OHUfx
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

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[Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Frank Rueter|OHUfx

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


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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Frank Rueter|OHUfx

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


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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Frank Rueter|OHUfx
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


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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Frank Rueter|OHUfx
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


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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Frank Rueter|OHUfx

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?

2014-08-29 Thread Frank Rueter|OHUfx
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? :)



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Re: [Nuke-users] R3D Live source plates in Nuke

2014-09-18 Thread Frank Rueter|OHUfx
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.


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Re: [Nuke-users] SphericalTransform slowness

2014-10-27 Thread Frank Rueter|OHUfx
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


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Re: [Nuke-users] nuke shperical map

2014-11-08 Thread Frank Rueter|OHUfx
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 .



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[Nuke-users] OT: iMac with 5K retina display worth it?

2015-02-14 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] OT: iMac with 5K retina display worth it?

2015-02-15 Thread Frank Rueter|OHUfx
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

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Re: [Nuke-users] Deep Transform Subpixel Values

2015-03-22 Thread Frank Rueter|OHUfx

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.


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Re: [Nuke-users] Deep Transform Subpixel Values

2015-03-21 Thread Frank Rueter|OHUfx
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.



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Re: [Nuke-users] Mr. Reuter's projection for paint gizmo?

2015-04-02 Thread Frank Rueter|OHUfx

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

2015-04-13 Thread Frank Rueter|OHUfx

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,

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[Nuke-users] Nuke Studio not showing clip name in viewer anymore?

2015-04-23 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] NukeStudio - hotkeys to select clips in timeline

2015-04-25 Thread Frank Rueter|OHUfx

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

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[Nuke-users] NukeStudio - hotkeys to select clips in timeline

2015-04-23 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] PostageStamps - not moving upstream inputs

2015-04-14 Thread Frank Rueter|OHUfx

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.





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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,

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Re: [Nuke-users] Adjusting Bounding Box of Deep images

2015-06-03 Thread Frank Rueter|OHUfx

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

---
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Re: [Nuke-users] Re: NukeStudio: comp with multiple track items - copy / transcode exporter

2015-06-18 Thread Frank Rueter|OHUfx
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



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Re: [Nuke-users] Best resolution to scale to 4K

2015-06-10 Thread Frank Rueter|OHUfx

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

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[Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-13 Thread Frank Rueter|OHUfx

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


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Re: [Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-13 Thread Frank Rueter|OHUfx
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


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Re: [Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-14 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] Best resolution to scale to 4K

2015-06-12 Thread Frank Rueter|OHUfx

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

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Re: [Nuke-users] LUE

2015-06-12 Thread Frank Rueter|OHUfx

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





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Re: [Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-15 Thread Frank Rueter|OHUfx

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
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Re: [Nuke-users] Nuke crash on exit

2015-06-02 Thread Frank Rueter|OHUfx

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


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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

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Re: [Nuke-users] Nuke crash on exit

2015-06-01 Thread Frank Rueter|OHUfx
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

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Re: [Nuke-users] ModelBuilder - Import Geo? Or Vertex Snap?

2015-06-30 Thread Frank Rueter|OHUfx
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



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Re: [Nuke-users] ModelBuilder - Import Geo? Or Vertex Snap?

2015-06-30 Thread Frank Rueter|OHUfx
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

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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.

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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



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Re: [Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-29 Thread Frank Rueter|OHUfx
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
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Re: [Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-29 Thread Frank Rueter|OHUfx

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
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