Re: [Nuke-users] Reverse animation curves
There is a reverse curve option in the animation menu and attached is an adaption I made if your curve is shorter than the shot length. Might help add this sort of thing to your menu.py # ANIMATION ITEMS# m=nuke.menu('Animation').findItem('Predefined') m.addCommand('Reverse curve', 'nuke.load(animation_curve_reverse), animation_curve_reverse()') Howard From: Ivan Busquets ivanbusqu...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thu, 3 March, 2011 23:27:26 Subject: Re: [Nuke-users] Reverse animation curves If you only need to reverse your stabilization, you may try leaving the Read at the original speed, then adding a Retime node set to reverse right after your transform node and rendering that out as your new, reversed and stabilized plate. You could also reverese the anim curves using the curve(frame) syntax. You could create a start_frame and an end_frame knobs to specify the range of the original anim, and then type this as an expression in your translation and rotation knobs. curve(-frame + end_frame+start_frame) On Thu, Mar 3, 2011 at 3:01 PM, Darren Coombes dar...@resolutiondesign.com.au wrote: Hi all, is there a way to reverse animation curves for a transform node? I have an input image which was a little shaky and I had hand stabilized the footage with a transform node using keyframes in translation and rotation. Now I need to reverse the direction of the footage, but also need to reverse the animation curve to match the footage. Any suggestions? Thanks. Darren Coombes darren.coom...@me.com 0418 631 079___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users # Copyright (c) 2009 Howard Jones All Rights Reserved. import nuke def animation_curve_reverse(): panel = nuke.Panel(Reverse Curve) panel.addSingleLineInput(First frame of curve:, int(nuke.animationStart())) panel.addSingleLineInput(Last frame of curve:, int(nuke.animationEnd())) result=panel.show() #shows the panel and also assigns a variable 'result' to it if result:# works if Ok selected - not if cancel a = nuke.animations()#picks up selected animation curves for i in a: #loops through each curve and changes each one curveStart = panel.value(First frame of curve:) curveEnd = panel.value(Last frame of curve:) expr = curve(+curveStart+++curveEnd+-frame) #formula for reverse nuke.animation(i, expression, (expr,)) # adjusts curve #nuke.message('curve reversed') #adds a message to the result - annoying so commented out ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] scaling artifacts
This has been discussed before and it's apparently correct - however Shake used to hide it from you. Try a 1 pixel blur before the transform might fix it but give you a slightly softer shake style transform If memory serves me right... howard From: James Etherington james.ethering...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tue, 8 March, 2011 16:17:51 Subject: [Nuke-users] scaling artifacts Hello, Does anyone else find that you get a faint crosshatch artifact when you scale up an image in NUKE? I've tried using all the different filters and doing the operation in Linear and Log space but to no avail. Any ideas?... Cheers ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Cancel Nuke processing with keyboard?
True - as long as you don't dock the progress panel. From: Alan Fairlie alanfair...@optusnet.com.au To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tue, 8 March, 2011 22:09:02 Subject: Re: [Nuke-users] Cancel Nuke processing with keyboard? The 'return' or 'enter' keys will stop a Tracker from processing on a Mac in 6.2v2. Alan. On 08/03/2011, at 10:19 AM, John Cairns wrote: Hi all, Is there any way to bind ESC to stop Nuke processing a track/autocrop instead of hitting the cancel button in the floating process window? Thanks John ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Roto Shapes
Yeah but hold on ... OK you dont have the 'feature' - but with rotoshape the need to have all beziers viewable is diminished as you can have multishapes per node. Which works very well and is very stable. Also you are seeing multiple shapes just in one node. Plus you can copy shapes between nodes if you wish to break them out. With Beziers you had to have that feature for one, you couldn't judge overlaps without it. So if it's reintroduced - it needs to be some sort of option/preference, which you would might find loses all the benefits of having the timeline autoselect keys in context and other context sensitive stuff. (I've just opened 2 beziers and low and behold I have no way of knowing which keyframe belongs to which shape without closing one which then hides the shape and defeats the object.) Howard From: Dan Walker walkerd...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thu, 10 March, 2011 21:27:29 Subject: Re: [Nuke-users] Roto Shapes On a : NukeX 6.1v2, 64 bit, built Oct 1 2010 System Version: Mac OS X 10.6.6 (10J567) Kernel Version: Darwin 10.6.0 Not sure if it's working OS specific On Thu, Mar 10, 2011 at 1:07 PM, Ivan Busquets ivanbusqu...@gmail.com wrote: It seems works for me with the old bezier. I can have more than one of them in the viewer as long as their properties are open, no need to have them selected. On Thu, Mar 10, 2011 at 1:02 PM, Dan Walker walkerd...@gmail.com wrote: You're right. Just tested the old bezier and that old functionality is gone as well? Bummer! So, I'm gonna assume that functionality is gone or rather won't be added any time soon?! On Thu, Mar 10, 2011 at 12:39 PM, Deke Kincaid dekekinc...@gmail.com wrote: This is a current limitation of the rotopaint node(even at DD). Your thinking of the old bezier node. -deke On Mar 10, 2011, at 12:09, Dan Walker walkerd...@gmail.com wrote: Anyone know of a way to have multiple roto shape nodes viewable in the viewer instead of having only 1 selected roto node being viewable. If not, there needs to be a toggle or something for this. This wasn't an issue in DD's Nuke! Thanks, Dan ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] Roto - Copy values over animation
Is there a way to access the right click menu in rotopaint. I'd like to assign the ctrl+c to copy point or spline values rather than animation as it defaults to, and I'm not sure what menu to change H___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] opposite of $gui
to explain for those that dont know this and possibly setting out my ignorance '!' means 'not' in this case so $gui is a variable (constant?) that basically asks is the gui (graphical interface) being used? if yes then True (or 1) and if no then False (or 0) '!' then turns this on its head and says is the GUI NOT being used, true if yes and false if not So if you are using the gui and have $gui in a disable knob it means turn this off when the gui is on and on in bg rendering. !$gui means turn this on when the gui is on and off in the bg (good for overlay text that you dont want to render) You can use '!' to invert all sorts of user variables. H From: Ivan Busquets ivanbusqu...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Fri, 11 March, 2011 18:59:39 Subject: Re: [Nuke-users] opposite of $gui !$gui? On Fri, Mar 11, 2011 at 10:56 AM, Randy Little randyslit...@gmail.com wrote: Is there an opposite of using $gui? Randy S. Little http://www.rslittle.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Roto - Copy values over animation
On this subject then and for a straw pole - would anybody be upset if the ctrl+c in a roto(paint) node was set to copy the shape's point values rather than animation? Or conversely would people be happy if changed The idea here is you could select a shape/points on a shape, ctrl+C move down the timeline, ctrl+V and the shape's point values are pasted. (assume there are a few inbetween keyframes of differing values) Depending on consensus I'll add a feature request, cheers Howard From: Wouter Klouwen wou...@thefoundry.co.uk To: nuke-users@support.thefoundry.co.uk Sent: Fri, 11 March, 2011 15:23:26 Subject: Re: [Nuke-users] Roto - Copy values over animation On 11/03/2011 13:36, Howard Jones wrote: Is there a way to access the right click menu in rotopaint. Become a Nuke developer. :) (IOW, no.) I'd like to assign the ctrl+c to copy point or spline values rather than animation as it defaults to, and I'm not sure what menu to change Please file a feature request with support. -- Wouter Klouwen, Software Engineer The Foundry, 6th Floor, The Communications Building, 48 Leicester Square, London, WC2H 7LT, UK T: +442079686828 - F: +442074341550 - thefoundry.co.uk The Foundry Visionmongers Ltd - Reg.d in England and Wales No: 4642027 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Roto - Copy values over animation
agree - its added an extra level of transform ability, and it was moved into the transform tab as it didn't work when at shape level - thanks for the vote though. From: Deke Kincaid dekekinc...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Fri, 11 March, 2011 23:17:39 Subject: Re: [Nuke-users] Roto - Copy values over animation What is wrong with the bounding box? Just select on the transform tab and you get the OSC like the old bezier node. -deke On Fri, Mar 11, 2011 at 15:13, Tom Piedmont t...@luma-pictures.com wrote: Heavy roto work demands ctrl+C go back to it's former function of copying point values. Replacing the Jack with a bounding box was another ... poor ... move on Foundry's part. Howard Jones wrote: On this subject then and for a straw pole - would anybody be upset if the ctrl+c in a roto(paint) node was set to copy the shape's point values rather than animation? Or conversely would people be happy if changed The idea here is you could select a shape/points on a shape, ctrl+C move down the timeline, ctrl+V and the shape's point values are pasted. (assume there are a few inbetween keyframes of differing values) Depending on consensus I'll add a feature request, cheers Howard *From:* Wouter Klouwen wou...@thefoundry.co.uk *To:* nuke-users@support.thefoundry.co.uk *Sent:* Fri, 11 March, 2011 15:23:26 *Subject:* Re: [Nuke-users] Roto - Copy values over animation On 11/03/2011 13:36, Howard Jones wrote: Is there a way to access the right click menu in rotopaint. Become a Nuke developer. :) (IOW, no.) I'd like to assign the ctrl+c to copy point or spline values rather than animation as it defaults to, and I'm not sure what menu to change Please file a feature request with support. -- Wouter Klouwen, Software Engineer The Foundry, 6th Floor, The Communications Building, 48 Leicester Square, London, WC2H 7LT, UK T: +442079686828 - F: +442074341550 - thefoundry.co.uk The Foundry Visionmongers Ltd - Reg.d in England and Wales No: 4642027 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Extract CMY Color id
in that case btw the red matte would be separate to the magenta, any overlap would be black in the respective channels. H From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thu, 24 March, 2011 22:45:32 Subject: Re: [Nuke-users] Extract CMY Color id should do... splits into primary (rgb outside of cmy bnw) secondary (cmy outside of rgb, bnw) tertiary (bw (split into bnw) outside of rgb, cmy) H From: Deke Kincaid dekekinc...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thu, 24 March, 2011 22:33:12 Subject: Re: [Nuke-users] Extract CMY Color id This pulls perfect mattes even when you have a magenta and red matte on top of each other or any other primary/secondary overlapping? -deke On Thu, Mar 24, 2011 at 15:17, Howard Jones mrhowardjo...@yahoo.com wrote: Hi Shameless plug my secondary colour node on nukepedia/creative crash - splits any image into rgb, cmy and bnw (black neutral whites). The output will show you any set of above ie rgb, cmy, bnw mapped into the rgb channels. So plug in your image choose cmy (as rgb) and in the rgb channels you will have cyan magenta and yellow mapped to rgb respectively, so as long as its pure cmy you get perfect mattes instantly /Shameless plug Howard From: Spider spi...@555lab.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thu, 24 March, 2011 20:14:50 Subject: Re: [Nuke-users] Extract CMY Color id Merci Julien, I'll try this at home in few minutes. Maybe my 3d gay, sorry i mean guy like pink ;) Spider 2011/3/24 Julien Chandelle julienchande...@gmail.com I just did this gizmo, you can pick any color choose if you want extract a matte or apply the alpha on your picture with a premult if you want. Of course I agree with Deke this way suck, an exr with matte is better but I prefer several RGB matte pass. set cut_paste_input [stack 0] version 6.2 v2 push $cut_paste_input Group { name Select_color selected true xpos -168 ypos 2 addUserKnob {20 User} addUserKnob {41 color T Constant1.color} addUserKnob {6 out_alpha l Out Alpha +STARTLINE} addUserKnob {6 premult +STARTLINE} } Constant { inputs 0 channels rgb color {0.3005436957 0.02121900581 0.3762620389 1} last 10 name Constant1 xpos 38 ypos 109 } Input { inputs 0 selected true xpos -101 ypos 86 } Difference { inputs 2 gain 90 name Difference1 xpos -101 ypos 126 } Invert { channels alpha name Invert1 xpos -101 ypos 171 } Premult { name Premult1 xpos -101 ypos 209 disable {{!parent.premult i}} } Shuffle { red alpha green alpha blue alpha name Shuffle1 xpos -101 ypos 235 disable {{!parent.out_alpha i}} } Output { name Output1 xpos -101 ypos 287 } end_group On Thu, Mar 24, 2011 at 8:57 PM, Deke Kincaid dekekinc...@gmail.com wrote: Keyer is pretty much it. There are gizmos which just automate doing id channels on nukepedia and creativecrash but underneath they are all just keyers. For future though, get your cg guys to render multiple mattes to a single exr instead of using id's which just suck, especially pink that it likes to throw in there. There are mel scripts for Mental Ray and Vray which automate doing this. -deke On Thu, Mar 24, 2011 at 12:50, Spider spi...@555lab.com wrote: Hi everyone, I have a question maybe already ask (i checked before) i'd like to know what is the best way to extract CMY to make a object matte, i guess that their is a better way than use keying nodes. May someone can light me ? i put in attachement an example. Thanks. Spider -- Luddnel Spider Magne | Director - Lead Motion Compositor 555Lab – Alchemy between you and us 24 rue du Pré St-Gervais 93500 Pantin Office (+33)148 453 555 | Fax (+33)171 864 387 Mobile (+33)699 434 555 | 555lab.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be || Nuke , AE Fusion Compositor || ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Luddnel Spider Magne | Director - Lead Motion Compositor 555Lab – Alchemy between you and us 24 rue du Pré St-Gervais 93500 Pantin Office (+33)148 453 555 | Fax (+33)171 864 387 Mobile (+33)699 434 555 | 555lab.com
Re: [Nuke-users] Extract CMY Color id
Yes that would create a semi magenta edge and would be extracted as such I thought the mattes were cmy though? I'll try it in a bit and check but it returns the colours split as described along with overlap issues as you describe because they are in the image. Howard On 24 Mar 2011, at 23:16, Hugh Macdonald li...@hughmacdonald.co.uk wrote: I've never quite seen how anything that crosses channels, if there's any anti-aliasing involved, can not have issues... If a red and a blue matte meet, and there is anti-aliasing along the edges, causing a pixel to be (0.5, 0.0, 0.5), how is that different to a similar pixel along an antialiased edge where a magenta matte meets black... Hugh Macdonald nvizible – VISUAL EFFECTS hugh.macdon...@nvizible.com +44(0) 207 659 2038 +44(0) 7773 764 708 www.nvizible.com On 24 Mar 2011, at 23:08, Howard Jones wrote: in that case btw the red matte would be separate to the magenta, any overlap would be black in the respective channels. H From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thu, 24 March, 2011 22:45:32 Subject: Re: [Nuke-users] Extract CMY Color id should do... splits into primary (rgb outside of cmy bnw) secondary (cmy outside of rgb, bnw) tertiary (bw (split into bnw) outside of rgb, cmy) H From: Deke Kincaid dekekinc...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thu, 24 March, 2011 22:33:12 Subject: Re: [Nuke-users] Extract CMY Color id This pulls perfect mattes even when you have a magenta and red matte on top of each other or any other primary/secondary overlapping? -deke On Thu, Mar 24, 2011 at 15:17, Howard Jones mrhowardjo...@yahoo.com wrote: Hi Shameless plug my secondary colour node on nukepedia/creative crash - splits any image into rgb, cmy and bnw (black neutral whites). The output will show you any set of above ie rgb, cmy, bnw mapped into the rgb channels. So plug in your image choose cmy (as rgb) and in the rgb channels you will have cyan magenta and yellow mapped to rgb respectively, so as long as its pure cmy you get perfect mattes instantly /Shameless plug Howard From: Spider spi...@555lab.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thu, 24 March, 2011 20:14:50 Subject: Re: [Nuke-users] Extract CMY Color id Merci Julien, I'll try this at home in few minutes. Maybe my 3d gay, sorry i mean guy like pink ;) Spider 2011/3/24 Julien Chandelle julienchande...@gmail.com I just did this gizmo, you can pick any color choose if you want extract a matte or apply the alpha on your picture with a premult if you want. Of course I agree with Deke this way suck, an exr with matte is better but I prefer several RGB matte pass. set cut_paste_input [stack 0] version 6.2 v2 push $cut_paste_input Group { name Select_color selected true xpos -168 ypos 2 addUserKnob {20 User} addUserKnob {41 color T Constant1.color} addUserKnob {6 out_alpha l Out Alpha +STARTLINE} addUserKnob {6 premult +STARTLINE} } Constant { inputs 0 channels rgb color {0.3005436957 0.02121900581 0.3762620389 1} last 10 name Constant1 xpos 38 ypos 109 } Input { inputs 0 selected true xpos -101 ypos 86 } Difference { inputs 2 gain 90 name Difference1 xpos -101 ypos 126 } Invert { channels alpha name Invert1 xpos -101 ypos 171 } Premult { name Premult1 xpos -101 ypos 209 disable {{!parent.premult i}} } Shuffle { red alpha green alpha blue alpha name Shuffle1 xpos -101 ypos 235 disable {{!parent.out_alpha i}} } Output { name Output1 xpos -101 ypos 287 } end_group On Thu, Mar 24, 2011 at 8:57 PM, Deke Kincaid dekekinc...@gmail.com wrote: Keyer is pretty much it. There are gizmos which just automate doing id channels on nukepedia and creativecrash but underneath they are all just keyers. For future though, get your cg guys to render multiple mattes to a single exr instead of using id's which just suck, especially pink that it likes to throw in there. There are mel scripts for Mental Ray and Vray which automate doing this. -deke On Thu, Mar 24, 2011 at 12:50, Spider spi...@555lab.com wrote: Hi everyone, I have a question maybe already ask (i checked before) i'd like to know what is the best way to extract CMY to make a object matte, i guess that their is a better way than use keying nodes. May someone can light me ? i put in attachement an example. Thanks. Spider -- Luddnel Spider Magne | Director - Lead Motion Compositor 555Lab – Alchemy between you and us 24 rue du Pré St-Gervais 93500 Pantin Office (+33
Re: [Nuke-users] Extract CMY Color id
think this is dependent on vibrancy which is now also attached From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Fri, 25 March, 2011 10:40:14 Subject: Re: [Nuke-users] Extract CMY Color id here's the example ( secondaryColour attached) set cut_paste_input [stack 0] version 6.2 v2 push $cut_paste_input RotoPaint { curves {AnimTree: { Version: 1.2 Flag: 0 RootNode: 1 Node: { NodeName: Root { Flag: 512 NodeType: 1 Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0 S 0 1056 S 0 436 NumOfAttributes: 10 vis S 0 1 opc S 0 1 mbo S 0 1 mb S 0 1 mbs S 0 0.5 fo S 0 1 fx S 0 0 fy S 0 0 ff S 0 1 ft S 0 0 } NumOfChildren: 2 Node: { NodeName: Bezier2 { Flag: 512 NodeType: 3 CurveGroup: { Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0 S 0 436.5 S 0 502 Flag: 0 NumOfCubicCurves: 2 CubicCurve: { Type: 0 Flag: 8192 Dim: 2 NumOfPoints: 12 0 S 0 0 S 0 0 0 0 S 0 804 S 0 646 0 0 S 0 0 S 0 0 0 0 S 0 2 S 0 0 0 0 S 0 518 S 0 488 0 0 S 0 -2 S 0 0 0 0 S 0 0 S 0 -2 0 0 S 0 686 S 0 256 0 0 S 0 0 S 0 2 0 0 S 0 12 S 0 -12 0 0 S 0 1000 S 0 422 0 0 S 0 -12 S 0 12 0 } CubicCurve: { Type: 0 Flag: 8192 Dim: 2 NumOfPoints: 12 0 S 0 0 S 0 0 0 0 S 0 0 S 0 0 0 0 S 0 0 S 0 0 0 0 S 0 0.233582 S 0 -1.98627 0 0 S 0 -98 S 0 -4 0 0 S 0 -4 S 0 34 0 0 S 0 0 S 0 -2 0 0 S 0 0 S 0 0 0 0 S 0 0 S 0 2 0 0 S 0 12 S 0 -12 0 0 S 0 0 S 0 0 0 0 S 0 -12 S 0 12 0 } NumOfAttributes: 44 vis S 0 1 r S 0 0 g S 0 0 b S 0 1 a S 0 1 ro S 0 0 go S 0 0 bo S 0 0 ao S 0 0 opc S 0 1 bm S 0 0 inv S 0 0 mbo S 0 0 mb S 0 1 mbs S 0 0.5 mbsot S 0 0 mbso S 0 0 fo S 0 1 fx S 0 0 fy S 0 0 ff S 0 1 ft S 0 0 src S 0 0 stx S 0 0 sty S 0 0 str S 0 0 sr S 0 0 ssx S 0 1 ssy S 0 1 ss S 0 0 spx S 0 1056 spy S 0 436 stot S 0 0 sto S 0 0 sv S 0 0 sf S 0 1 sb S 0 1 nv S 0 2 view1 S 0 1 view2 S 0 2 ltn S 0 1 ltm S 0 1 ltt S 0 0 tt S 0 4 } } NumOfChildren: 0 } Node: { NodeName: Bezier1 { Flag: 512 NodeType: 3 CurveGroup: { Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0 S 0 436.5 S 0 502 Flag: 0 NumOfCubicCurves: 2 CubicCurve: { Type: 0 Flag: 8192 Dim: 2 NumOfPoints: 12 0 S 0 0 S 0 0 0 0 S 0 514 S 0 690 0 0 S 0 0 S 0 0 0 0 S 0 2 S 0 0 0 0 S 0 230 S 0 532 0 0 S 0 -2 S 0 0 0 0 S 0 0 S 0 -2 0 0 S 0 396 S 0 300 0 0 S 0 0 S 0 2 0 0 S 0 12 S 0 -12 0 0 S 0 710 S 0 466 0 0 S 0 -12 S 0 12 0 } CubicCurve: { Type: 0 Flag: 8192 Dim: 2 NumOfPoints: 12 0 S 0 0 S 0 0 0 0 S 0 0 S 0 0 0 0 S 0 0 S 0 0 0 0 S 0 2 S 0 0 0 0 S 0 0 S 0 0 0 0 S 0 -2 S 0 0 0 0 S 0 0 S 0 -2 0 0 S 0 0 S 0 0 0 0 S 0 0 S 0 2 0 0 S 0 12 S 0 -12 0 0 S 0 0 S 0 0 0 0 S 0 -12 S 0 12 0 } NumOfAttributes: 44 vis S 0 1 r S 0 1 g S 0 0 b S 0 0 a S 0 1 ro S 0 0 go S 0 0 bo S 0 0 ao S 0 0 opc S 0 1 bm S 0 0 inv S 0 0 mbo S 0 0 mb S 0 1 mbs S 0 0.5 mbsot S 0 0 mbso S 0 0 fo S 0 1 fx S 0 0 fy S 0 0 ff S 0 1 ft S 0 0 src S 0 0 stx S 0 0 sty S 0 0 str S 0 0 sr S 0 0 ssx S 0 1 ssy S 0 1 ss S 0 0 spx S 0 1056 spy S 0 436 stot S 0 0 sto S 0 0 sv S 0 0 sf S 0 1 sb S 0 1 nv S 0 2 view1 S 0 1 view2 S 0 2 ltn S 0 1 ltm S 0 1 ltt S 0 0 tt S 0 4 } } NumOfChildren: 0 } } } } toolbox {selectAll { { selectAll ssx 1 ssy 1 sf 1 } { createBezier ssx 1 ssy 1 sf 1 sb 1 tt 4 } { createBSpline ssx 1 ssy 1 sf 1 sb 1 } { createEllipse ssx 1 ssy 1 sf 1 sb 1 } { createRectangle ssx 1 ssy 1 sf 1 sb 1 } { brush ssx 1 ssy 1 sf 1 sb 1 } { eraser src 2 ssx 1 ssy 1 sf 1 sb 1 } { clone src 1 ssx 1 ssy 1 sf 1 sb 1 } { reveal src 3 ssx 1 ssy 1 sf 1 sb 1 } { dodge src 1 ssx 1 ssy 1 sf 1 sb 1 } { burn src 1 ssx 1 ssy 1 sf 1 sb 1 } { blur src 1 ssx 1 ssy 1 sf 1 sb 1 } { sharpen src 1 ssx 1 ssy 1 sf 1 sb 1 } { smear src 1 ssx 1 ssy 1 sf 1 sb 1 } } } toolbar_brush_hardness 0.20003 toolbar_lifetime_type all toolbar_source_transform_scale {1 1} toolbar_source_transform_center {320 240} color {0 0 1 1} colorOverlay 0 lifetime_type all frames view {} motionblur_on true motionblur_shutter_offset_type centred source_black_outside true name RotoPaint1 selected true xpos -525 ypos -58 } set N77b0d80 [stack 0] secondaryColour { name secondaryColour2 selected true xpos -574 ypos -4 BlackKnob {0 0 0} vibrancyControls 0 ViewWhat RGB ViewCMYas RGB } Shuffle { green red blue red alpha red name Shuffle1 selected true xpos -574 ypos 24 } push $N77b0d80 secondaryColour { name secondaryColour1 selected true xpos -465 ypos -9 BlackKnob {0 0 0} vibrancyControls 0 ViewWhat CMY ViewCMYas RGB } Shuffle { red green blue green alpha green name Shuffle2 selected true xpos -465 ypos 19 } Merge2 { inputs 2 operation plus name Max selected true xpos -514 ypos 89 } From: Howard Jones mrhowardjo
Re: [Nuke-users] deleting roto keyframes
I might have seen something like this in the dope sheet. Normally a restart of nuke fixes it but it could have been a retime further down confusing things. I'm not sure I've seen it in rotopaint but I have had cases where it won't delete a keyframe. Again I think I either reboot or find another cause. I'll keep an eye out though. Any particular version of nuke and os? Howard On 25 Mar 2011, at 21:55, Bill Gilman billgil...@yahoo.com wrote: Sorry if this has already been covered recently, but I usually check the group email headers to see what the issues people are talking about and can't remember anything recent. Is anybody else having trouble deleting roto keyframes? Seems like when I need to delete a keyframe in the middle of a sequence, I hit the (minus key) button in the Properties bin and it deletes the LAST keyframe (or more than one!) of the roto sequence, not the one for the frame I'm currently on. Obviously, this is a problem. Also sending to support. Testify! Bill___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] anyone seen this?
I've just got this on turning on autoAlpha on a couple of read nodes. ERROR: Read6: Error reading pixel data from image file image path. No frame buffer specified as pixel data destination. Anyone seen this before? Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Dope Sheet Keyframe
This is what you need for the menu.py m=nuke.menu('Animation').findItem('Predefined') m.addCommand('pasteSelected', 'nuke.load(pasteKeyframes), pasteSelected()') Known issues - when pasting a series of split views earlier than source - you may have to paste several times for all to appear (no idea why) Paste after source - works. select your keyframes - move to start position (keeping selection) - 'pasteSelected'. Should appear. H From: Spider spi...@555lab.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 18 May, 2011 0:12:30 Subject: Re: [Nuke-users] Dope Sheet Keyframe Thanks everyone, Howard, i'll try it at work tomorrow ! Spider 2011/5/17 Howard Jones mrhowardjo...@yahoo.com This is work in progress but allows you to copy and paste keyframes within the dope sheet and curve editor I haven't got the menu.py to hand but basically add pasteSelected() to the animation menu. select a key, move your position and paste (doesn't work with rotos though) H From: Spider spi...@555lab.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tue, 17 May, 2011 19:49:27 Subject: Re: [Nuke-users] Dope Sheet Keyframe Does it work for multiple keyframes selected ? i can't achieve it on the viewer the edit right clic menu don't appear. (i've only select all, Overlay,Input...) what's wrong with me ? Spider 2011/5/17 Deke Kincaid dekekinc...@gmail.com copy/paste does work in the viewer only with the right click Copy Point Values. I just did it. -deke On Tue, May 17, 2011 at 11:11, Spider spi...@555lab.com wrote: I alrady try the copy paste but it doesn't work, the same for move, it can't allow you to cross keyframe ... :( 2011/5/17 Ron Ganbar ron...@gmail.com Actually, I couldn't manage to paste a keyframe in the Dope Sheet in a new location. If anybody knows how I'll appreciate knowing. Ron Ganbar email: ron...@gmail.com tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel] url: http://ronganbar.wordpress.com/ On 17 May 2011 21:03, Deke Kincaid dekekinc...@gmail.com wrote: Keyframes can't cross each other in the curve editor or dope sheet. The only way is to copy/paste them. -deke On Tue, May 17, 2011 at 10:33, Spider spi...@555lab.com wrote: Hi everybody, I have maybe a stupid question but i don't know how to move keyframe after the next one, Said we have 3 keyframes A B and C, i'd like to move the A between B and C. I try to find my answer inside the help but nothing :( any hint will be welcome. Spider -- Luddnel Spider Magne | Director - Lead Motion Compositor 555Lab – Alchemy between you and us 24 rue du Pré St-Gervais 93500 Pantin Office (+33)148 453 555 | Fax (+33)171 864 387 Mobile (+33)699 434 555 | 555lab.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Luddnel Spider Magne | Director - Lead Motion Compositor 555Lab – Alchemy between you and us 24 rue du Pré St-Gervais 93500 Pantin Office (+33)148 453 555 | Fax (+33)171 864 387 Mobile (+33)699 434 555 | 555lab.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Luddnel Spider Magne | Director - Lead Motion Compositor 555Lab – Alchemy between you and us 24 rue du Pré St-Gervais 93500 Pantin Office (+33)148 453 555 | Fax (+33)171 864 387 Mobile (+33)699 434 555 | 555lab.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Luddnel Spider Magne | Director - Lead Motion Compositor 555Lab – Alchemy between you and us 24 rue du Pré St-Gervais 93500 Pantin Office (+33)148 453 555 | Fax (+33)171 864 387 Mobile (+33)699 434 555 | 555lab.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk
Re: [Nuke-users] Focal length animated cam - Tracking
switch the 'focal length type' to 'unknown varying' in 'solver' tab Howard From: John Mangia j...@johnmangia.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Fri, 27 May, 2011 12:59:27 Subject: Re: [Nuke-users] Focal length animated cam - Tracking You may want to try using a fully featured matchmove application for something like that. - John Mangia On Fri, May 27, 2011 at 5:44 AM, Balaji K balaj...@moving-picture.com wrote: Hi Any one suggest how to track Focal length animated camera by using camera tracker. Thanks -Balaji.k -- ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: Re: [Nuke-users] Feature requests...
The feature I've requested a few times but nothing doing is a recurssive load, so you choose a top directory and all image sequences nested in that are loaded. eg for when the 3D has several layers in the one main directory. The new next feature in the browser covers this better (or multiread tool on nukepedia), but would still like this. Cant remember why but drag and drop always seemed to fail H From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:14:14 Subject: Re: Re: [Nuke-users] Feature requests... Cool, I'll try it out. What I'm missing is a search subfolders for media. Would be great to have. Also better navigation up and down the folder hierarchy. As it is now you get thrown up to the top when exiting a folder. Pretty annoying if you are in a location with hundreds of folders. Also it would be great with shortcuts for navigating in and out of folders etc. Maybe there are? Haven't found any. J. On Wed, Jun 15, 2011 at 11:01 PM, Adrian Baltowski adrian...@poczta.onet.pl wrote: Hi If you are on OSX you can try EasyDialogs. With just few lines of code you can have default OSX file browser window, with search and other Finder functionality. Bear in mind, that EasyDialogs are not available with 64 bit python builds. There are also trivial solutions with wxPython but you must install it first; and unfortunately it's not so trivial... ;) This is an example of default OSX file browser which I wrote years ago: ## import nuke import os import os.path import re import EasyDialogs lastPath = def replace_footage(): geoExt = ['.obj', '.OBJ', '.fbx', '.FBX'] di = os.path.dirname(nuke.value(root.name)) if len(nuke.selectedNodes()) == 0: global lastPath if lastPath == : b = 'volumes' else: b = os.path.dirname(lastPath) file = EasyDialogs.AskFileForOpen(, defaultLocation=b, windowTitle=Select File:) if file != None: filename = os.path.basename(file) if filename.endswith(tuple(geoExt)): nuke.createNode(ReadGeo2, file {+file+}, inpanel = True) else: nuke.createNode(Read, file {+file+}, inpanel = True) lastPath = file else: n = nuke.selectedNode() if n.Class()==Read or n.Class()==ReadGeo or n.Class()==ReadGeo2: f = nuke.filename(n) g = (os.path.dirname(f)+/) h = re.sub('%0[1-9]d', '[##]', f) if (os.path.exists(g)): b = g else: b = 'volumes' dupa = EasyDialogs.AskFileForOpen(h, defaultLocation=b, actionButtonLabel=Replace, windowTitle=Select File:) if dupa != None: if di is '': n.knob(file).fromUserText(dupa) else: huj = re.sub(di, [file dirname [value root.name]], dupa) n.knob(file).fromUserText(huj) else: pass ## W dniu 2011-06-15 22:10:12 użytkownik Johan Boije jfbo...@gmail.com napisał: Cool. Just got an answer from them although it took a while so I started wondering. I guess they have loads of other stuff on their minds. I had some nice ideas/improvements for the file browser that could make our lives a bit easier. Anybody knows if there are any file browser custom mods to be found on creative crash or nukepedia? Couldn't find anything myself. J. On Wed, Jun 15, 2011 at 7:30 PM, Howard Jones mrhowardjo...@yahoo.com wrote: yes From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 18:18:05 Subject: [Nuke-users] Feature requests... What would be the correct way to send feature requests and other ideas for making nuke better. Is it through the supp...@thefoundry.co.uk adress or? Cheers Johan ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: Re: [Nuke-users] Feature requests...
to clarify - I mean when each img seq is nested in subdirectories of the top directory H From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:27:17 Subject: Re: Re: [Nuke-users] Feature requests... The feature I've requested a few times but nothing doing is a recurssive load, so you choose a top directory and all image sequences nested in that are loaded. eg for when the 3D has several layers in the one main directory. The new next feature in the browser covers this better (or multiread tool on nukepedia), but would still like this. Cant remember why but drag and drop always seemed to fail H From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:14:14 Subject: Re: Re: [Nuke-users] Feature requests... Cool, I'll try it out. What I'm missing is a search subfolders for media. Would be great to have. Also better navigation up and down the folder hierarchy. As it is now you get thrown up to the top when exiting a folder. Pretty annoying if you are in a location with hundreds of folders. Also it would be great with shortcuts for navigating in and out of folders etc. Maybe there are? Haven't found any. J. On Wed, Jun 15, 2011 at 11:01 PM, Adrian Baltowski adrian...@poczta.onet.pl wrote: Hi If you are on OSX you can try EasyDialogs. With just few lines of code you can have default OSX file browser window, with search and other Finder functionality. Bear in mind, that EasyDialogs are not available with 64 bit python builds. There are also trivial solutions with wxPython but you must install it first; and unfortunately it's not so trivial... ;) This is an example of default OSX file browser which I wrote years ago: ## import nuke import os import os.path import re import EasyDialogs lastPath = def replace_footage(): geoExt = ['.obj', '.OBJ', '.fbx', '.FBX'] di = os.path.dirname(nuke.value(root.name)) if len(nuke.selectedNodes()) == 0: global lastPath if lastPath == : b = 'volumes' else: b = os.path.dirname(lastPath) file = EasyDialogs.AskFileForOpen(, defaultLocation=b, windowTitle=Select File:) if file != None: filename = os.path.basename(file) if filename.endswith(tuple(geoExt)): nuke.createNode(ReadGeo2, file {+file+}, inpanel = True) else: nuke.createNode(Read, file {+file+}, inpanel = True) lastPath = file else: n = nuke.selectedNode() if n.Class()==Read or n.Class()==ReadGeo or n.Class()==ReadGeo2: f = nuke.filename(n) g = (os.path.dirname(f)+/) h = re.sub('%0[1-9]d', '[##]', f) if (os.path.exists(g)): b = g else: b = 'volumes' dupa = EasyDialogs.AskFileForOpen(h, defaultLocation=b, actionButtonLabel=Replace, windowTitle=Select File:) if dupa != None: if di is '': n.knob(file).fromUserText(dupa) else: huj = re.sub(di, [file dirname [value root.name]], dupa) n.knob(file).fromUserText(huj) else: pass ## W dniu 2011-06-15 22:10:12 użytkownik Johan Boije jfbo...@gmail.com napisał: Cool. Just got an answer from them although it took a while so I started wondering. I guess they have loads of other stuff on their minds. I had some nice ideas/improvements for the file browser that could make our lives a bit easier. Anybody knows if there are any file browser custom mods to be found on creative crash or nukepedia? Couldn't find anything myself. J. On Wed, Jun 15, 2011 at 7:30 PM, Howard Jones mrhowardjo...@yahoo.com wrote: yes From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 18:18:05 Subject: [Nuke-users] Feature requests... What would be the correct way to send feature requests and other ideas for making nuke better. Is it through the supp...@thefoundry.co.uk adress or? Cheers Johan ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Feature requests...
that would do it - (its getting the files and start/end range is something I've yet to add to my crappy python knowledge though) go on johan you could do it ;) H From: Nathan Rusch nathan_ru...@hotmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:50:54 Subject: Re: [Nuke-users] Feature requests... That would be pretty simple to write using os.walk... -Nathan From: Howard Jones Sent: Wednesday, June 15, 2011 2:45 PM To: Nuke user discussion Subject: Re: Re: [Nuke-users] Feature requests... to clarify - I mean when each img seq is nested in subdirectories of the top directory H From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:27:17 Subject: Re: Re: [Nuke-users] Feature requests... The feature I've requested a few times but nothing doing is a recurssive load, so you choose a top directory and all image sequences nested in that are loaded. eg for when the 3D has several layers in the one main directory. The new next feature in the browser covers this better (or multiread tool on nukepedia), but would still like this. Cant remember why but drag and drop always seemed to fail H From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:14:14 Subject: Re: Re: [Nuke-users] Feature requests... Cool, I'll try it out. What I'm missing is a search subfolders for media. Would be great to have. Also better navigation up and down the folder hierarchy. As it is now you get thrown up to the top when exiting a folder. Pretty annoying if you are in a location with hundreds of folders. Also it would be great with shortcuts for navigating in and out of folders etc. Maybe there are? Haven't found any. J. On Wed, Jun 15, 2011 at 11:01 PM, Adrian Baltowski adrian...@poczta.onet.pl wrote: Hi If you are on OSX you can try EasyDialogs. With just few lines of codeyou can have default OSX file browser window, with search and other Finder functionality. Bear in mind, that EasyDialogs are not available with 64 bit python builds. There are also trivial solutions with wxPython but you must install it first; and unfortunately it's not so trivial... ;) This is an example of default OSX file browser which I wrote yearsago: ## import nuke import os import os.path import re import EasyDialogs lastPath = def replace_footage(): geoExt = ['.obj', '.OBJ', '.fbx', '.FBX'] di = os.path.dirname(nuke.value(root.name)) if len(nuke.selectedNodes()) == 0: global lastPath if lastPath == : b = 'volumes' else: b =os.path.dirname(lastPath) file = EasyDialogs.AskFileForOpen(,defaultLocation=b, windowTitle=Select File:) if file != None: filename =os.path.basename(file) iffilename.endswith(tuple(geoExt)): nuke.createNode(ReadGeo2, file {+file+}, inpanel = True) else: nuke.createNode(Read, file {+file+}, inpanel = True) lastPath =file else: n = nuke.selectedNode() if n.Class()==Read orn.Class()==ReadGeo or n.Class()==ReadGeo2: f =nuke.filename(n) g =(os.path.dirname(f)+/) h =re.sub('%0[1-9]d', '[##]', f) if(os.path.exists(g)): b = g else: b = 'volumes' dupa =EasyDialogs.AskFileForOpen(h, defaultLocation=b, actionButtonLabel=Replace,windowTitle=Select File:) if dupa !=None: if di is '': n.knob(file).fromUserText(dupa) else: huj = re.sub(di, [file dirname [value root.name]], dupa) n.knob(file).fromUserText(huj) else: pass ## W dniu 2011-06-15 22:10:12 użytkownik Johan Boije jfbo...@gmail.com napisał: Cool. Just got an answer from them although it took a while so I started wondering. I guess they have loads of other stuff on their minds. I had some nice ideas/improvements for the file browser that could make our lives a bit easier. Anybody knows if there are any file browser custom mods to be found on creative crash or nukepedia? Couldn't find anything myself. J. On Wed, Jun 15, 2011 at 7:30 PM, Howard Jones mrhowardjo...@yahoo.com wrote: yes From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 201118:18:05 Subject: [Nuke-users] Feature requests... What would be the correct way to send feature requests and other ideas for making nuke
Re: [Nuke-users] Feature requests...
I'll do it now - I'm still at work ;) From: Ben Pierre benpie...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 23:03:08 Subject: Re: [Nuke-users] Feature requests... Hi Howard, That's strange drag and drop always worked for me. (and it works semi-recursively).. hmm.. maybe it doesn't work with our particular flavour of Linux. Maybe we have to do some dcop / python trickery. I'll check it tomorrow when I get in.. but please shoot me an email to remind me.. Ben Pierre On Jun 15, 2011, at 10:45 PM, Howard Jones wrote: to clarify - I mean when each img seq is nested in subdirectories of the top directory H From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:27:17 Subject: Re: Re: [Nuke-users] Feature requests... The feature I've requested a few times but nothing doing is a recurssive load, so you choose a top directory and all image sequences nested in that are loaded. eg for when the 3D has several layers in the one main directory. The new next feature in the browser covers this better (or multiread tool on nukepedia), but would still like this. Cant remember why but drag and drop always seemed to fail H From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:14:14 Subject: Re: Re: [Nuke-users] Feature requests... Cool, I'll try it out. What I'm missing is a search subfolders for media. Would be great to have. Also better navigation up and down the folder hierarchy. As it is now you get thrown up to the top when exiting a folder. Pretty annoying if you are in a location with hundreds of folders. Also it would be great with shortcuts for navigating in and out of folders etc. Maybe there are? Haven't found any. J. On Wed, Jun 15, 2011 at 11:01 PM, Adrian Baltowski adrian...@poczta.onet.pl wrote: Hi If you are on OSX you can try EasyDialogs. With just few lines of code you can have default OSX file browser window, with search and other Finder functionality. Bear in mind, that EasyDialogs are not available with 64 bit python builds. There are also trivial solutions with wxPython but you must install it first; and unfortunately it's not so trivial... ;) This is an example of default OSX file browser which I wrote years ago: ## import nuke import os import os.path import re import EasyDialogs lastPath = def replace_footage(): geoExt = ['.obj', '.OBJ', '.fbx', '.FBX'] di = os.path.dirname(nuke.value(root.name)) if len(nuke.selectedNodes()) == 0: global lastPath if lastPath == : b = 'volumes' else: b = os.path.dirname(lastPath) file = EasyDialogs.AskFileForOpen(, defaultLocation=b, windowTitle=Select File:) if file != None: filename = os.path.basename(file) if filename.endswith(tuple(geoExt)): nuke.createNode(ReadGeo2, file {+file+}, inpanel = True) else: nuke.createNode(Read, file {+file+}, inpanel = True) lastPath = file else: n = nuke.selectedNode() if n.Class()==Read or n.Class()==ReadGeo or n.Class()==ReadGeo2: f = nuke.filename(n) g = (os.path.dirname(f)+/) h = re.sub('%0[1-9]d', '[##]', f) if (os.path.exists(g)): b = g else: b = 'volumes' dupa = EasyDialogs.AskFileForOpen(h, defaultLocation=b, actionButtonLabel=Replace, windowTitle=Select File:) if dupa != None: if di is '': n.knob(file).fromUserText(dupa) else: huj = re.sub(di, [file dirname [value root.name]], dupa) n.knob(file).fromUserText(huj) else: pass ## W dniu 2011-06-15 22:10:12 użytkownik Johan Boije jfbo...@gmail.com napisał: Cool. Just got an answer from them although it took a while so I started wondering. I guess they have loads of other stuff on their minds. I had some nice ideas/improvements for the file browser that could make our lives a bit easier. Anybody knows if there are any file browser custom mods to be found on creative crash or nukepedia? Couldn't find anything myself. J. On Wed, Jun 15, 2011 at 7:30 PM, Howard Jones mrhowardjo...@yahoo.com wrote: yes From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 18:18:05 Subject: [Nuke-users] Feature requests... What would be the correct way to send feature requests and other ideas for making nuke better. Is it through the supp...@thefoundry.co.uk adress or? Cheers Johan___ Nuke
Re: [Nuke-users] Open an image sequence directly from the command line
I was going to add that (honest) - but this only works for one shot so I would have thought you needed python if there was more than one shot involved which is probably a special case. H From: Tim BOWMAN tim.bow...@me.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Fri, 17 June, 2011 23:34:56 Subject: Re: [Nuke-users] Open an image sequence directly from the command line And that viewer is inside a full Nuke session. All you need to do is restore one of your preset layouts and you're back to Nuke as you're used to seeing it. -t On Jun 17, 2011, at 10:52 PM, Howard Jones wrote: or you could use nuke -v pathfilename.###.ext 1 100 this launches a viewer only and loads the clip. (use same syntax as in nuke read so if its pre 6.2 use %03d instead of ### Howard From: Julian Van Mil maill...@julianvanmil.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Fri, 17 June, 2011 13:05:30 Subject: Re: [Nuke-users] Open an image sequence directly from the command line Andrew Andoru makes the awesome NukeView that does just this; http://www.andrewandoru.com/labs/nukeview/ - jvm On 2011-06-17, at 7:59 , Randy Little wrote: if you are just flipping frames google DJV. good for basic frame flipping. Randy S. Little http://www.rslittle.com On Fri, Jun 17, 2011 at 05:50, Ron Ganbar ron...@gmail.com wrote: As far as I know this is not possible, as Nuke's player is Framecycler. Probably, if you have a Framecycler license you can use command line to launch a sequence there. Ron Ganbar email: ron...@gmail.com tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel] url: http://ronganbar.wordpress.com/ On 17 June 2011 13:59, julien hery julien.h...@yahoo.fr wrote: Hello, I'm searching for a way to open directly from the command line an image sequence let's say something like : nuke --file Sequence.%04d.tga and it would open nuke and create a read using this sequence does something like this already exist? Or should I try to launch nuke, execute a python script that would create this read? Thanks a lot -- Tim BOWMAN +61 4 8766 1415 +1 347 692 0839 http://netherlogic.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] linear to AlexaV3LogC math
Hi They never look great - colour wise, (content wise can be fantastic). In the past I've found its the conversion from their mov(?) file - (nothing to do with quicktime movs) that can go screwy. Usually you can get better results going back to that and reconvert. H From: Ned Wilson ned.wil...@scanlinevfx.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thu, 23 June, 2011 22:16:53 Subject: Re: [Nuke-users] linear to AlexaV3LogC math While we're on the subject of digital motion picture cameras and colorspaces that they store data in, do any of you have any experience working with the Phantom camera? I'm getting frames from the Phantom that look desaturated and cyan, but I'm not sure exactly how to go about putting them in the proper colorspace. On 6/23/2011 1:48 PM, Torax Unga wrote: and Deke... thank you From: Torax Unga tungau...@yahoo.com To: Ivan Busquets ivanbusqu...@gmail.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, June 23, 2011 1:43 PM Subject: Re: [Nuke-users] linear to AlexaV3LogC math Thanks Ivan and Donat... this is great help. From: Ivan Busquets ivanbusqu...@gmail.com To: Torax Unga tungau...@yahoo.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, June 23, 2011 1:37 PM Subject: Re: [Nuke-users] linear to AlexaV3LogC math Based on that formula, the reverse should be: x0.0106232?(log10((x + 0.00937677) / 0.18)*0.2471896) + 0.385537:(((x+ 0.00937677) / 0.18) + 0.04378604) * 0.9661776 Where 0.0106232 comes from solving the second part of the equation using the threshold value (0.1496582) (0.149658 / 0.9661776 - 0.04378604) * 0.18 - 0.00937677 = 0.0106232 On Wed, Jun 22, 2011 at 11:28 AM, Torax Unga tungau...@yahoo.com wrote: Keeping it going with the math questions. If this is the math for going from AlexaV3LogC to Linear: (x 0.1496582 ? pow(10.0, (x - 0.385537) / 0.2471896) : x / 0.9661776 - 0.04378604) * 0.18 - 0.00937677 What's the math to revers it? linear to AlexaV3LogC. Gracias! ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: Re: [Nuke-users] Feature requests...
Ok - Did it with some support for stereo (joins eyes based on common file names (eg '/right/', '/left/') I'm finding it quicker to load a whole folder than go through a list with thumbnails which is a completely different kettle of fish. (Loads Geo too but will also load .nk files etc with an error on the read) Howard Twenty4D VFX Ltd www.twenty4d.com From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 23:05:00 Subject: Re: Re: [Nuke-users] Feature requests... I guess. But that would mean bringing in everything and that is probably not what I/you want most of the time. I'd say the more common need would be to go through a bunch of folders looking for useful plates. So a scan subfolder to get a list of files and then get a small preview if you click (that already works in the current browser) would be great. I think you get the idea ;-) J. 2011/6/15 Gabor L. Toth glt...@gmail.com Hi, if you don't mind dropping folders (from total commander, krusader etc.) to nuke, instead of browsing, you can try this nice drop script, that does load sequences from subdirectories recursively: http://2d3d.by/tools/6/ (Thanks for the developer) Hope this helps, Gabor On Wed, Jun 15, 2011 at 11:27 PM, Howard Jones mrhowardjo...@yahoo.com wrote: The feature I've requested a few times but nothing doing is a recurssive load, so you choose a top directory and all image sequences nested in that are loaded. eg for when the 3D has several layers in the one main directory. The new next feature in the browser covers this better (or multiread tool on nukepedia), but would still like this. Cant remember why but drag and drop always seemed to fail H From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:14:14 Subject: Re: Re: [Nuke-users] Feature requests... Cool, I'll try it out. What I'm missing is a search subfolders for media. Would be great to have. Also better navigation up and down the folder hierarchy. As it is now you get thrown up to the top when exiting a folder. Pretty annoying if you are in a location with hundreds of folders. Also it would be great with shortcuts for navigating in and out of folders etc. Maybe there are? Haven't found any. J. On Wed, Jun 15, 2011 at 11:01 PM, Adrian Baltowski adrian...@poczta.onet.pl wrote: Hi If you are on OSX you can try EasyDialogs. With just few lines of code you can have default OSX file browser window, with search and other Finder functionality. Bear in mind, that EasyDialogs are not available with 64 bit python builds. There are also trivial solutions with wxPython but you must install it first; and unfortunately it's not so trivial... ;) This is an example of default OSX file browser which I wrote years ago: ## import nuke import os import os.path import re import EasyDialogs lastPath = def replace_footage(): geoExt = ['.obj', '.OBJ', '.fbx', '.FBX'] di = os.path.dirname(nuke.value(root.name)) if len(nuke.selectedNodes()) == 0: global lastPath if lastPath == : b = 'volumes' else: b = os.path.dirname(lastPath) file = EasyDialogs.AskFileForOpen(, defaultLocation=b, windowTitle=Select File:) if file != None: filename = os.path.basename(file) if filename.endswith(tuple(geoExt)): nuke.createNode(ReadGeo2, file {+file+}, inpanel = True) else: nuke.createNode(Read, file {+file+}, inpanel = True) lastPath = file else: n = nuke.selectedNode() if n.Class()==Read or n.Class()==ReadGeo or n.Class()==ReadGeo2: f = nuke.filename(n) g = (os.path.dirname(f)+/) h = re.sub('%0[1-9]d', '[##]', f) if (os.path.exists(g)): b = g else: b = 'volumes' dupa = EasyDialogs.AskFileForOpen(h, defaultLocation=b, actionButtonLabel=Replace, windowTitle=Select File:) if dupa != None: if di is '': n.knob(file).fromUserText(dupa) else: huj = re.sub(di, [file dirname [value root.name]], dupa) n.knob(file).fromUserText(huj) else: pass ## W dniu 2011-06-15 22:10:12 użytkownik Johan Boije jfbo...@gmail.com napisał: Cool. Just got an answer from them although it took a while so I started wondering. I guess they have loads of other stuff on their minds. I had some nice ideas/improvements for the file browser that could make our lives a bit easier. Anybody knows if there are any file browser custom mods to be found on creative crash or nukepedia? Couldn't find anything myself. J. On Wed, Jun 15, 2011 at 7:30 PM, Howard Jones mrhowardjo
Re: [Nuke-users] driving curves with other curves
Yup set cut_paste_input [stack 0] version 6.2 v2 push $cut_paste_input add_layer {rgba rgba.beta} ColorLookup { lut {master {curve C 0 x0.4722810984 0.2492647171 x0.6969495416 0.682777 x1 1} red {} green {} blue {} alpha {}} name ColorLookup3 selected true xpos 13429 ypos 1569 } ColorLookup { inputs 0 lut {master {} red {ColorLookup3.lut.master C 0 1} green {} blue {ColorLookup3.lut.master C 0 1} alpha {}} name ColorLookup4 selected true xpos 13543 ypos 1565 } From: Martin jackyoungbl...@mac.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Cc: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Mon, 18 July, 2011 15:30:25 Subject: Re: [Nuke-users] driving curves with other curves Long time lurker, first time poster... Is it possible to drive (for example) a red and a blue curve in ColorLookups1 using a single curve in ColorLookups2? Thanks in advance Martin ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users]toggle hide output
Maybe just stick a dot underneath and hid its input? via python or otherwise, then you at least can clear paths you dont want to see, and branch off the dot? Howard From: mathieu arce arcemath...@hotmail.com To: nuke-users@support.thefoundry.co.uk Sent: Wednesday, 10 August 2011, 20:52 Subject: RE: [Nuke-users]toggle hide output I had thought of making a loop with the hide input knob on ; but i did not want to hide all the inputs of the nodes in order to leave a clear nodeGraph for the rest of the team. But thanks for your quick answer !! Mathieu. From: eanc...@gmail.com Date: Wed, 10 Aug 2011 18:32:14 +0100 Subject: Re: [Nuke-users]toggle hide output To: nuke-users@support.thefoundry.co.uk Not exactly... I guess you'd have to loop through dependent nodes and hide their inputs. First, select the node whose outputs you want hidden, then: for n in nuke.selectedNode().dependent(): n['hide_input'].setValue(True) -Ean On Wed, Aug 10, 2011 at 5:35 PM, mathieu arce arcemath...@hotmail.com wrote: hello ! is there a way to do not display the output of a node even if it is connected to other one ? i know i can do it for the input with hide input , but i would like to do it for the output. Thanks ! Mathieu. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] Zeroing a camera position
Hi Easy when you know how I expect, but is there an easy way to null/zero a moving camera at a specific frame, like a reference frame in a tracker. At the moment I am using 4 axis to 1) set back to origin in translate (easy) 2) rotate Z back 3) rotate Y back 4) rotate X back. I then end up with a zero'd camera at that frame so I can add another axis to match the position of another camera. I've tried this in one node but cant do it and tried reversing transform/ rotate orders, but couldn't get it to work (yet) The above works but seems awkward and makes me feel thick. (but is the 3D equivalent of how I would invert a serise of tranforms pre the invert button) Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Zeroing a camera position
Ok managed to get to 2 nodes 1) set back to origin in translate (easy) 2) invert rotate order and negate rotation Howard From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 11 August 2011, 12:59 Subject: [Nuke-users] Zeroing a camera position Hi Easy when you know how I expect, but is there an easy way to null/zero a moving camera at a specific frame, like a reference frame in a tracker. At the moment I am using 4 axis to 1) set back to origin in translate (easy) 2) rotate Z back 3) rotate Y back 4) rotate X back. I then end up with a zero'd camera at that frame so I can add another axis to match the position of another camera. I've tried this in one node but cant do it and tried reversing transform/ rotate orders, but couldn't get it to work (yet) The above works but seems awkward and makes me feel thick. (but is the 3D equivalent of how I would invert a serise of tranforms pre the invert button) Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Zeroing a camera position
Hi Ok I thought I had tried this anyway but answering my own question reversing (source) SRT and XYZ to TRS and ZYX with negated values does it. in one node (I'm sure I tried that, I'm sure I did...) Howard From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 11 August 2011, 13:03 Subject: Re: [Nuke-users] Zeroing a camera position Ok managed to get to 2 nodes 1) set back to origin in translate (easy) 2) invert rotate order and negate rotation Howard From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 11 August 2011, 12:59 Subject: [Nuke-users] Zeroing a camera position Hi Easy when you know how I expect, but is there an easy way to null/zero a moving camera at a specific frame, like a reference frame in a tracker. At the moment I am using 4 axis to 1) set back to origin in translate (easy) 2) rotate Z back 3) rotate Y back 4) rotate X back. I then end up with a zero'd camera at that frame so I can add another axis to match the position of another camera. I've tried this in one node but cant do it and tried reversing transform/ rotate orders, but couldn't get it to work (yet) The above works but seems awkward and makes me feel thick. (but is the 3D equivalent of how I would invert a serise of tranforms pre the invert button) Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke and Quicktime
Sounds like a bug - I closed a shell yesterday and had quicktime helper listed about 10 times 'are you sure you want to close...' warning thing. I think there was something a bit like this is in a version of 6.2 - not sure. I'd report it if I were you. Howard From: Alex aleym...@googlemail.com To: nuke-users@support.thefoundry.co.uk Sent: Tuesday, 16 August 2011, 14:10 Subject: [Nuke-users] Nuke and Quicktime Hi list, I was wondering if anyone had been experiencing this problem? And if so if they had found a solution? Were running nuke 6.3v2 on windows 7 when I close nuke, for someone else to get the license on their workstation the license gets lost, and its not until i go into my process on my task manager and close down all my instances of nuke quicktime helper that the license gets released, this is not unworkable just a annoyance really. Thanks for any help Alex Dorman ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Disappearing nodes on script re-open
try copy and paste in sections then til you find the node(s) thats causing it? Howard From: Michael Garrett michaeld...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Sunday, 21 August 2011, 20:36 Subject: Re: [Nuke-users] Re: Disappearing nodes on script re-open Thanks Ken, that is all very useful information. The script file is intact because it just so happens the most recent version was left open for a local gui render the night before but if we copy/paste from that into a new script then we get the missing nodes. On 21 August 2011 12:18, Ken Littleton ken.little...@gmail.com wrote: The leading cause of truncated scripts is saving the script file to a overloaded network server. Either Nuke quits before the script is saved or more likely, Nuke is killed by the user thinking it has hung. This can happen locally as well if the machine is out of memory. I would recommend changing the autosave path to a local path. This will speed up autosaves and act as a local repository in case the server screws you. Another safety net is to have a copy of the script saved to the output folder when submitted to a render farm. I haven't seen the clone issue in quite a while. Take a look at the script with a text editor, if it's truncated, it was a save issue. If it's complete to the Viewer node, then the script has an issue. On 8/21/2011 11:33 AM, Michael Garrett wrote: A bit more info: in this case, there are four shots in the one script with four very similar node trees for each shot, and the last tree is completely gone except for the backdrop nodes. Of the first three, they all have deleted nodes at different points in the tree even though the tree is very similar. We have managed to salvage stuff to the point where we are mostly OK but obviously we would like to know what happened. On 21 August 2011 11:27, Michael Garrett michaeld...@gmail.com wrote: Excuse my poorly worded email, I'm still waking up here. There was only one kind of blank error message that is occasionally appearing on script open. but some of the nodes are gone regardless. On 21 August 2011 11:19, Michael Garrett michaeld...@gmail.com wrote: I'm getting the random blank error message when re-opening a node graph from last night and some nodes have disappeared. I'm also occasionally getting the blank error message on script open. There are no gizmo changes overnight or cloned nodes that can typically cause this kind of issue. Historically, merging the script or deleting the Viewers in a text editor could help but there are other solutions I can't remember. Is the best way to fix this issue just to comb through the script in a text editor and copy/paste sections in? Any magic bullets? We're in 6.2v4 Thanks, Michael ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] PRman and/or Atomkraft...
Thanks Paulo - I might take a look at this, one small point though, and its priobably my age, but maybe having 'New Shit' on your web site is not the best thing to instill confidence ;) Howard From: Paolo Berto pbe...@jupiter-jazz.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 9 September 2011, 11:01 Subject: Re: [Nuke-users] PRman and/or Atomkraft... On Fri, Sep 9, 2011 at 10:49 AM, Fredrik Pihl fre...@gmail.com wrote: I'm seeing very little discussion about using PRman or Atomkraft in conjunction with Nuke... Would anyone like to share with us their experiences.. What they gained... hassles with workflow etc... I'm foremost interested in PRman - simply 'cause that is something we already have :) Cheers, Fredd -- __ Fredrik Pihl visual effects supervisor - digital compositor Hello Fredd, all I can say is that you are more than welcome to try it out for yourself and compare AtomRender with ScanlineRender PrmanRender nodes (assuming you have NukeX a prman license). AtomKraft is completely self-contained (no need for a separate rendering library) and works with a plain Nuke license (meaning you do not need a NukeX license). When unlicensed it will render with a watermark. All Nuke/NukeX features up to 6.3 are supported (i.e. displacement particles) the only exception is deep compositing (but we are on it and will be soon available). There are also a lot of features and tools unique to AK (I let you dig the included HTML reference documentation). You can freely download 0.9.1 (for all platforms) from our public change log: http://www.jupiter-jazz.com/atomkraft/changelog Let me also emphasize that we are /constantly/ working on improvements and responding to customer demands. For any question don't hesitate to contact us via: atomkr...@jupiter-jazz.com Hope this is not perceived as self-promotion, just trying to be informative and leave you draw and share conclusions. I can't resist from adding a screenshot, just made today with an Alembic squishy frog (thanks to Helge for the asset) :) http://www.flickr.com/photos/thejupiterjazzgroup/6129678184/sizes/l/in/photostream/ Cheers Best Regards, Paolo -- paolo berto the /*jupiter jazz*/ group — visual research mercenaries of jupiter jazz ltd. www.jupiter-jazz.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Feature requests...
Thanks Ben Will do. Howard From: Ben Pierre benpie...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 9 September 2011, 19:46 Subject: Re: [Nuke-users] Feature requests... Hi Howard, You could simply add a list of good file extensions that you do want to collect and filter them, like: def splitImgSeqs(path, files): if verbose: print path goodFiles = ['exr','jpg'] #Get a list of unique names in file for i in files: sp=i.split('.') name=sp[0] ext=sp[-1] if ( ext in goodFiles): name2CheckFor=str(name)+'.'+str(ext) if name2CheckFor not in nameList: nameList.append(name2CheckFor) -Ben Pierre On Jul 16, 2011, at 5:07 PM, Howard Jones wrote: Ok - Did it with some support for stereo (joins eyes based on common file names (eg '/right/', '/left/') I'm finding it quicker to load a whole folder than go through a list with thumbnails which is a completely different kettle of fish. (Loads Geo too but will also load .nk files etc with an error on the read) Howard Twenty4D VFX Ltd www.twenty4d.com From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 23:05:00 Subject: Re: Re: [Nuke-users] Feature requests... I guess. But that would mean bringing in everything and that is probably not what I/you want most of the time. I'd say the more common need would be to go through a bunch of folders looking for useful plates. So a scan subfolder to get a list of files and then get a small preview if you click (that already works in the current browser) would be great. I think you get the idea ;-) J. 2011/6/15 Gabor L. Toth glt...@gmail.com Hi, if you don't mind dropping folders (from total commander, krusader etc.) to nuke, instead of browsing, you can try this nice drop script, that does load sequences from subdirectories recursively: http://2d3d.by/tools/6/ (Thanks for the developer) Hope this helps, Gabor On Wed, Jun 15, 2011 at 11:27 PM, Howard Jones mrhowardjo...@yahoo.com wrote: The feature I've requested a few times but nothing doing is a recurssive load, so you choose a top directory and all image sequences nested in that are loaded. eg for when the 3D has several layers in the one main directory. The new next feature in the browser covers this better (or multiread tool on nukepedia), but would still like this. Cant remember why but drag and drop always seemed to fail H From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:14:14 Subject: Re: Re: [Nuke-users] Feature requests... Cool, I'll try it out. What I'm missing is a search subfolders for media. Would be great to have. Also better navigation up and down the folder hierarchy. As it is now you get thrown up to the top when exiting a folder. Pretty annoying if you are in a location with hundreds of folders. Also it would be great with shortcuts for navigating in and out of folders etc. Maybe there are? Haven't found any. J. On Wed, Jun 15, 2011 at 11:01 PM, Adrian Baltowski adrian...@poczta.onet.pl wrote: Hi If you are on OSX you can try EasyDialogs. With just few lines of code you can have default OSX file browser window, with search and other Finder functionality. Bear in mind, that EasyDialogs are not available with 64 bit python builds. There are also trivial solutions with wxPython but you must install it first; and unfortunately it's not so trivial... ;) This is an example of default OSX file browser which I wrote years ago: ## import nuke import os import os.path import re import EasyDialogs lastPath = def replace_footage(): geoExt = ['.obj', '.OBJ', '.fbx', '.FBX'] di = os.path.dirname(nuke.value(root.name)) if len(nuke.selectedNodes()) == 0: global lastPath if lastPath == : b = 'volumes' else: b = os.path.dirname(lastPath) file = EasyDialogs.AskFileForOpen(, defaultLocation=b, windowTitle=Select File:) if file != None: filename = os.path.basename(file) if filename.endswith(tuple(geoExt)): nuke.createNode(ReadGeo2, file {+file+}, inpanel = True) else: nuke.createNode(Read, file {+file+}, inpanel = True) lastPath = file else: n = nuke.selectedNode() if n.Class()==Read or n.Class()==ReadGeo or n.Class()==ReadGeo2: f = nuke.filename(n) g = (os.path.dirname(f)+/) h = re.sub('%0[1-9]d', '[##]', f) if (os.path.exists(g)): b = g else: b = 'volumes' dupa = EasyDialogs.AskFileForOpen(h, defaultLocation=b, actionButtonLabel=Replace, windowTitle=Select File:) if dupa != None
Re: [Nuke-users] Feature requests...
ere tis. Got rid of the annoying error on cancel while I was at it Howard From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 9 September 2011, 21:30 Subject: Re: [Nuke-users] Feature requests... Thanks Ben Will do. Howard From: Ben Pierre benpie...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 9 September 2011, 19:46 Subject: Re: [Nuke-users] Feature requests... Hi Howard, You could simply add a list of good file extensions that you do want to collect and filter them, like: def splitImgSeqs(path, files): if verbose: print path goodFiles = ['exr','jpg'] #Get a list of unique names in file for i in files: sp=i.split('.') name=sp[0] ext=sp[-1] if ( ext in goodFiles): name2CheckFor=str(name)+'.'+str(ext) if name2CheckFor not in nameList: nameList.append(name2CheckFor) -Ben Pierre On Jul 16, 2011, at 5:07 PM, Howard Jones wrote: Ok - Did it with some support for stereo (joins eyes based on common file names (eg '/right/', '/left/') I'm finding it quicker to load a whole folder than go through a list with thumbnails which is a completely different kettle of fish. (Loads Geo too but will also load .nk files etc with an error on the read) Howard Twenty4D VFX Ltd www.twenty4d.com From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 23:05:00 Subject: Re: Re: [Nuke-users] Feature requests... I guess. But that would mean bringing in everything and that is probably not what I/you want most of the time. I'd say the more common need would be to go through a bunch of folders looking for useful plates. So a scan subfolder to get a list of files and then get a small preview if you click (that already works in the current browser) would be great. I think you get the idea ;-) J. 2011/6/15 Gabor L. Toth glt...@gmail.com Hi, if you don't mind dropping folders (from total commander, krusader etc.) to nuke, instead of browsing, you can try this nice drop script, that does load sequences from subdirectories recursively: http://2d3d.by/tools/6/ (Thanks for the developer) Hope this helps, Gabor On Wed, Jun 15, 2011 at 11:27 PM, Howard Jones mrhowardjo...@yahoo.com wrote: The feature I've requested a few times but nothing doing is a recurssive load, so you choose a top directory and all image sequences nested in that are loaded. eg for when the 3D has several layers in the one main directory. The new next feature in the browser covers this better (or multiread tool on nukepedia), but would still like this. Cant remember why but drag and drop always seemed to fail H From: Johan Boije jfbo...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wed, 15 June, 2011 22:14:14 Subject: Re: Re: [Nuke-users] Feature requests... Cool, I'll try it out. What I'm missing is a search subfolders for media. Would be great to have. Also better navigation up and down the folder hierarchy. As it is now you get thrown up to the top when exiting a folder. Pretty annoying if you are in a location with hundreds of folders. Also it would be great with shortcuts for navigating in and out of folders etc. Maybe there are? Haven't found any. J. On Wed, Jun 15, 2011 at 11:01 PM, Adrian Baltowski adrian...@poczta.onet.pl wrote: Hi If you are on OSX you can try EasyDialogs. With just few lines of code you can have default OSX file browser window, with search and other Finder functionality. Bear in mind, that EasyDialogs are not available with 64 bit python builds. There are also trivial solutions with wxPython but you must install it first; and unfortunately it's not so trivial... ;) This is an example of default OSX file browser which I wrote years ago: ## import nuke import os import os.path import re import EasyDialogs lastPath = def replace_footage(): geoExt = ['.obj', '.OBJ', '.fbx', '.FBX'] di = os.path.dirname(nuke.value(root.name)) if len(nuke.selectedNodes()) == 0: global lastPath if lastPath == : b = 'volumes' else: b = os.path.dirname(lastPath) file = EasyDialogs.AskFileForOpen(, defaultLocation=b, windowTitle=Select File:) if file != None: filename = os.path.basename(file) if filename.endswith(tuple(geoExt)): nuke.createNode(ReadGeo2, file {+file+}, inpanel = True) else: nuke.createNode(Read, file {+file+}, inpanel = True) lastPath = file else: n = nuke.selectedNode() if n.Class()==Read or n.Class()==ReadGeo or n.Class()==ReadGeo2: f = nuke.filename(n) g
Re: [Nuke-users] spline curves
select the curves, rightclick - edit - generate and use more than 1 for the keys, ie 2 removes every other key from the start point. Howard From: Simon Berghain sbergh...@googlemail.com To: nuke-users@support.thefoundry.co.uk Sent: Thursday, 15 September 2011, 20:23 Subject: [Nuke-users] spline curves Dear list members, I've got a question concerning plotted curves created by the curve tool. I'm looking for a way to reduce points of redundancy. Something like a simplify or reduce points function. Is there anything around or a way to achieve this? Maybe someone else asked this before but I'm new to this list. regards, Simon ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Keying Issues with Alexa
I've just had a terrible time with exactly that format - used the new denoise tool which cleaned it up well but was very very noisey to begin with - the blue channel was awful. Howard From: Nick Guth nick.g...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 23 September 2011, 1:56 Subject: Re: [Nuke-users] Keying Issues with Alexa They were shot to AppleProRes444 (which is the Alexa native format). It's straight from the camera in a .mov file format. They were converted to DPX and are in the AlexaV3LogC colorspace in nuke. We also tried pulling the raw .mov directly into Nuke, but have the exact same result. -- Nick On Thu, Sep 22, 2011 at 5:51 PM, Deke Kincaid dekekinc...@gmail.com wrote: What file format we're they shot to and which colorspace? -deke On Thu, Sep 22, 2011 at 17:44, Nick Guth nick.g...@gmail.com wrote: Read brought in using AlexaV3LogC. Has anyone had success with keying footage shot on the Alexa? It seems to have a weird 422 look, but according to the documents it shoots 444. We brought in the raw .mov from the camera and we're still getting poor results. I attached an example of the before and after (one click key with primatte). Why is it keying the edges around highlights? Two of our shows are now shot on this camera and we're having a difficult time getting positive results from it. If this was shot on RED it wouldn't be a problem. Our work around for now is to roto everything and add selective keys to the roto for details, unfortunately TV schedules don't allow for such detailed workarounds. Any help would be appreciated. Thanks! ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Nick Guth motion . composite . design www.nickguth.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Convolve crashing in 6.3v3
and on mac OSX Howard From: Hugo Leveille hu...@fastmail.net To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 23 September 2011, 3:40 Subject: Re: [Nuke-users] Convolve crashing in 6.3v3 Yep crash on linux centos and win7. I have reported it and its logged as high priority So now we have to choose between a release with a tracker with no cancel button and one with no convolve... Not to mention a non working pyqt under windows 7 (almost any signal make nuke crash) Too bad Sent from my iPhone On Sep 22, 2011, at 10:22 PM, Ben Dickson ben.dick...@rsp.com.au wrote: Yep, crashes here too (linux build), with pretty much any input except a blank format I would have hoped this sort of bug would be picked up by some do all the nodes still work/do these scripts render test-suite :( Hugo Léveillé wrote: Is it me or the convolve is not working in 6.3v3 ? See included script ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ben dickson 2D TD | ben.dick...@rsp.com.au rising sun pictures | www.rsp.com.au ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Keying Issues with Alexa
800 asa too, tungsten balanced (which I think will add more noise to blue). prores 4.4.4 but came out looking like 4.2.2 with so much noise I thought I was back on 16mm high asa stock. What ASA are people recommending, as low as you can go? Howard From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Monday, 26 September 2011, 20:28 Subject: Re: [Nuke-users] Keying Issues with Alexa I've just had a terrible time with exactly that format - used the new denoise tool which cleaned it up well but was very very noisey to begin with - the blue channel was awful. Howard From: Nick Guth nick.g...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 23 September 2011, 1:56 Subject: Re: [Nuke-users] Keying Issues with Alexa They were shot to AppleProRes444 (which is the Alexa native format). It's straight from the camera in a .mov file format. They were converted to DPX and are in the AlexaV3LogC colorspace in nuke. We also tried pulling the raw .mov directly into Nuke, but have the exact same result. -- Nick On Thu, Sep 22, 2011 at 5:51 PM, Deke Kincaid dekekinc...@gmail.com wrote: What file format we're they shot to and which colorspace? -deke On Thu, Sep 22, 2011 at 17:44, Nick Guth nick.g...@gmail.com wrote: Read brought in using AlexaV3LogC. Has anyone had success with keying footage shot on the Alexa? It seems to have a weird 422 look, but according to the documents it shoots 444. We brought in the raw .mov from the camera and we're still getting poor results. I attached an example of the before and after (one click key with primatte). Why is it keying the edges around highlights? Two of our shows are now shot on this camera and we're having a difficult time getting positive results from it. If this was shot on RED it wouldn't be a problem. Our work around for now is to roto everything and add selective keys to the roto for details, unfortunately TV schedules don't allow for such detailed workarounds. Any help would be appreciated. Thanks! ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Nick Guth motion . composite . design www.nickguth.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Transparancy grid
I was working on a set of IPs which were simply swapped out via python - so you would choose an IP from a panel and python would replace the current IP group with a predefined one from the list. It also added a bookmark so you could find it via find bookmarks... ...but then I got too busy. Could be a solution, especially if you could register/ deregister gizmos and add them together (eg, mirror, mirror + guides, guides+grid etc...). Then of course once written, post it on nukepedia ;) Someone? I'm still too busy ;) Howard From: Ivan Busquets ivanbusqu...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wednesday, 5 October 2011, 22:30 Subject: Re: [Nuke-users] Transparancy grid You can register multiple viewerProcesses, not IP's. That's why I was recommending to use viewerProcesses for anything that needs to be shared across a show (like a 3D lut, any additional looks, crop guides, etc), and leave the IP free for the artists to use anything they want in there. It's just an opinion, but I find people make a lot more use of the IP if it doesn't interfere with anything else (like, they won't loose any of the show's predefined looks if they switch their IP on and off) Cheers, Ivan On Wed, Oct 5, 2011 at 12:37 PM, Deke Kincaid dekekinc...@gmail.com wrote: You can define any number of gizmos as separate viewer processes just like srgb/rec709, etc So you can have more then one IP essentially. -deke On Wed, Oct 5, 2011 at 11:52, Randy Little randyslit...@gmail.com wrote: Yeah I mean it would be nice to have more then one IP. LIke you could have several IP groups. Does that make since? Is there an easy way to have several IP groups. Never tried it. I think its that I miss shake built in overlays. Randy S. Little http://www.rslittle.com On Wed, Oct 5, 2011 at 12:18, Ivan Busquets ivanbusqu...@gmail.com wrote: If your show is using viewerProcess, then you still have the old Input Process for yourself, right? You can set up Input Process to happen either before or after the viewerProcess, depending on your needs, but you don't need to turn off either of them to see the other. Unless I'm misreading and your show's viewer options are actually set up as an Input Process node. If that's the case, I'd definitely recommend moving that into the viewerProcess dropdown, so the users still get the Input Process slot free to use for anything they need (an overlay, turning on/off an anaglyph view, a certain look, etc). I agree that this seems like a standard option in every other comp package, but having the ability to use Input Process for anything you need makes it a lot more flexible, IMHO. On Wed, Oct 5, 2011 at 10:31 AM, Randy Little randyslit...@gmail.com wrote: Ron what I am saying is that I wouldn't want to be messing around with a SHOW template viewer process that may have all kinds of hooks inside of it. It would be nice if nuke could show Alpha as Transparent. I always feel like Nukes viewer is just antique even compared to what was capable in Shake 2. ( I know its way faster but the viewer options are so limited) LIke to do what you are saying in an environment where its safe to do so would also turn on/off all your other view processes. Then you have to have the group open somewhere and go hunt for it just to toggle alpha transparency on and off. Does it work? Sure. Does it seem like almost every other compositing program dating back to at least combustion and maybe even composite had or has this feature? Yes. is it a killer? No. It sure would be nice though to have more of those viewer overlays that shake had though. Randy S. Little http://www.rslittle.com On Wed, Oct 5, 2011 at 11:09, Ron Ganbar ron...@gmail.com wrote: You simply make a bigger viewer process with more options in it that can be turned on and off. Ron Ganbar email: ron...@gmail.com tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel] url: http://ronganbar.wordpress.com/ On 5 October 2011 19:06, Randy Little randyslit...@gmail.com wrote: Yeah how does that work if you already have a view process for a job. Randy S. Little http://www.rslittle.com On Wed, Oct 5, 2011 at 10:39, Deke Kincaid dekekinc...@gmail.com wrote: You can make the viewer go through any gizmo/group. Just take the example Ron gave and register it as a viewer process. -deke On Wed, Oct 5, 2011 at 06:14, Ron Ganbar ron...@gmail.com wrote: Make a checkerboard and put everything over it? Wrap it up in a group and use it as VIEWER_INPUT. Ron Ganbar email: ron...@gmail.com tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel] url: http://ronganbar.wordpress.com/ On 5 October 2011 15:03, blemma nuke-users-re...@thefoundry.co.uk wrote: Hi. Is there a way to view the alpha as a transparancy grid? Like AE or Fusion. Thanks
Re: [Nuke-users] Primatte is ok. After Rendering Edge containts Black
maybe check your read node - have youi got a colourspace change with premult on (or off)? I assume you're reading it back in but its unclear from your mail H From: Giso Spijkerman h...@gisospijkerman.nl To: nuke-users@support.thefoundry.co.uk Sent: Thursday, 6 October 2011, 11:45 Subject: [Nuke-users] Primatte is ok. After Rendering Edge containts Black Hey everyone, i am having this weird issue, never saw it before. I keyed some footage and using a checkerboard on the the BG input of my primatte node, the pulled key looks excellent. When i render (Write) it to disk and then use a merge node with a checkerboard i have black in my edges (and you can see them the best in motionblurred areas). It's not hard black but it's definitely not what i want. Somebody knows the answer / solution) I guess it's caused by something in the Write node but i think i have checked every checkbox. Thanks in advance! Giso ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] No feather points in 6.3 curve editor?
I'm seeing it here too Howard From: John Vanderbeck john.vanderb...@in-three.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 6 October 2011, 19:55 Subject: RE: [Nuke-users] No feather points in 6.3 curve editor? No feather points in 6.3 curve editor? It was with only a single keyframe. I just tried it with two and it works as expected, so the problem only occurs if you have 0 or 1 keyframes. This is different behavior from 6.2, and presumably a bug? I’ll get it submitted. From:nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of Mark Titchener Sent: Thursday, October 06, 2011 1:12 PM To: Nuke user discussion Subject: Re: [Nuke-users] No feather points in 6.3 curve editor? Hi John, If you haven't done so already, could you please send this to supp...@thefoundry.co.uk Do you only have one keyframe set for the shape when seeing this? Thanks, Mark On 06/10/2011 16:02, John Vanderbeck wrote: We are having a strange problem here, and I’m wondering if anyone else has seen this. In Nuke 6.2, you right click your roto points and view them in the curve editor. In doing so you can choose to see the points, tangents, and feathers as desired. The same process in Nuke 6.3 does NOT show feather points, even if selected ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Mark Titchener Nuke QA Engineer The Foundry, 6th Floor, The Communications Building, 48 Leicester Square, London, WC2H 7LT Tel: +44 (0)20 7968 6828 Web: www.thefoundry.co.uk The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Float License Directory
/Library/Application\ Support/TheFoundry/FLEXlm/foundry.lic on mine Howard From: Nick Guth nick.g...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wednesday, 12 October 2011, 20:21 Subject: [Nuke-users] Float License Directory Does anyone know where the license files are supposed to go on osx? I had my drive die so I cloned one of our other machines at the office and now nuke boots up in PLE mode because it can't seem to find our license server. Our tech guy is out of the country so unfortunately I am stuck. I tried looking through the resources on Foundry's website, but all those are pointing towards installing the licenses on the local machine, but we have a license server here. My environment variable is set up and pointing to the proper path for the menu, gizmos, etc. I know I probably just need to copy over the license files from another machine, but where do they go exactly? Any help would be greatly appreciated since I want to get back to working! -- Nick ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Diogo's splitLayers.py script
Hi Yes works well - I modified it so it had nuke.selectedNode() fed into it it. See below though no doubt the formatting may have screwed. Howard ### Splits each and every layer on their own pipes using ### shuffle nodes. ### -- ### splitLayers.py ### v1.0 - Last modified: 07/08/2009 ### Written by Diogo Girondi ### diogogiro...@gmail.com import nuke def splitLayers( node=nuke.selectedNode() ): ''' Splits each and every layer from the selected node into their own pipes ''' ch = node.channels() layers = [] valid_channels = ['red', 'green', 'blue', 'alpha', 'black', 'white'] for each in ch: layer_name = each.split( '.' )[0] tmp = [] for channel in ch: if channel.startswith( layer_name ) == True: tmp.append( channel ) if len( tmp ) 4: for i in range( 4 - len( tmp ) ): tmp.append( layer_name + .white ) if tmp not in layers: layers.append( tmp ) for each in layers: layer = each[0].split( '.' )[0] ch1 = each[0].split( '.' )[1] ch2 = each[1].split( '.' )[1] ch3 = each[2].split( '.' )[1] ch4 = each[3].split( '.' )[1] if ch1 not in valid_channels: ch1 = red red else: ch1 = '%s %s' % ( ch1, ch1 ) if ch2 not in valid_channels: ch2 = green green else: ch2 = '%s %s' % ( ch2, ch2 ) if ch3 not in valid_channels: ch3 = blue blue else: ch3 = '%s %s' % ( ch3, ch3 ) if ch4 not in valid_channels: ch4 = alpha alpha else: ch4 = '%s %s' % ( ch4, ch4 ) prefs = in %s %s %s %s %s % (layer, ch1, ch2, ch3, ch4) shuffle = nuke.createNode( 'Shuffle', prefs, inpanel=False ) shuffle.knob( 'label' ).setValue( layer ) shuffle.setInput( 0, node ) From: JKehler jdkeh...@atmosphere-vfx.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Monday, 17 October 2011, 17:26 Subject: [Nuke-users] Diogo's splitLayers.py script Hey. Just wondering if anyone has had any luck using the splitLayers.py script.?(Diogo maybe) I tried running it on an .exr file but nothing happened. Thanks for the feedback. JK ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Diogo's splitLayers.py script
Thanks Ben A useful insight! Howard From: Ben Dickson ben.dick...@rsp.com.au To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 18 October 2011, 2:59 Subject: Re: [Nuke-users] Diogo's splitLayers.py script For function runs on selected nodes type utils, I've tried to follow the the idiom of: def make_blurs(nodes = None): if nodes is None: nodes = nuke.selectedNodes() created_nodes = [] for n in nodes: new = nuke.nodes.Blur(inputs = [n]) # or something more useful # ... created_nodes.append(n) return created_nodes That allows functions to be chained together nicely, since you can do something like: starting = nuke.selectedNodes() blurs = make_blurs(starting) grades = make_grades(blurs) The reason to do nodes=None is because.. def func(nodes = nuke.selectedNodes()): pass ..won't do what you expect - the selectedNodes function gets called a function-definition time (so probably when Nuke starts up), it's the same as doing: default_value = nuke.selectedNodes() def func(nodes = default_value): pass There's a similar, but subtler issue with having mutable objects (like a list or dict) as default argument: http://stackoverflow.com/questions/1132941/least-astonishment-in-python-the-mutable-default-argument Basically having anything other than simple numbers, or True/False as a default argument value is usually.. suspicious On 18/10/11 05:44, Diogo Girondi wrote: Ooops! Howard is right! You need to feed nuke.selectedNode() or a node object to it. I did that to allow people to use that function from elsewhere while passing node objects from loops and whatnots and not just based on the node selection. Sorry. Cheers, Diogo On 17/10/2011, at 14:21, Howard Jones mrhowardjo...@yahoo.com mailto:mrhowardjo...@yahoo.com wrote: Hi Yes works well - I modified it so it had nuke.selectedNode() fed into it it. See below though no doubt the formatting may have screwed. Howard ### Splits each and every layer on their own pipes using ### shuffle nodes. ### -- ### splitLayers.py ### v1.0 - Last modified: 07/08/2009 ### Written by Diogo Girondi ### diogogiro...@gmail.com mailto:diogogiro...@gmail.com import nuke def splitLayers( node=nuke.selectedNode() ): ''' Splits each and every layer from the selected node into their own pipes ''' ch = node.channels() layers = [] valid_channels = ['red', 'green', 'blue', 'alpha', 'black', 'white'] for each in ch: layer_name = each.split( '.' )[0] tmp = [] for channel in ch: if channel.startswith( layer_name ) == True: tmp.append( channel ) if len( tmp ) 4: for i in range( 4 - len( tmp ) ): tmp.append( layer_name + .white ) if tmp not in layers: layers.append( tmp ) for each in layers: layer = each[0].split( '.' )[0] ch1 = each[0].split( '.' )[1] ch2 = each[1].split( '.' )[1] ch3 = each[2].split( '.' )[1] ch4 = each[3].split( '.' )[1] if ch1 not in valid_channels: ch1 = red red else: ch1 = '%s %s' % ( ch1, ch1 ) if ch2 not in valid_channels: ch2 = green green else: ch2 = '%s %s' % ( ch2, ch2 ) if ch3 not in valid_channels: ch3 = blue blue else: ch3 = '%s %s' % ( ch3, ch3 ) if ch4 not in valid_channels: ch4 = alpha alpha else: ch4 = '%s %s' % ( ch4, ch4 ) prefs = in %s %s %s %s %s % (layer, ch1, ch2, ch3, ch4) shuffle = nuke.createNode( 'Shuffle', prefs, inpanel=False ) shuffle.knob( 'label' ).setValue( layer ) shuffle.setInput( 0, node ) *From:* JKehler jdkeh...@atmosphere-vfx.com mailto:jdkeh...@atmosphere-vfx.com *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk mailto:nuke-users@support.thefoundry.co.uk *Sent:* Monday, 17 October 2011, 17:26 *Subject:* [Nuke-users] Diogo's splitLayers.py script Hey. Just wondering if anyone has had any luck using the splitLayers.py script.?(Diogo maybe) I tried running it on an .exr file but nothing happened. Thanks for the feedback. JK ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Autoload both eyes from stereo file sequences?
I put this on nukepedia a while ago and at the top of the file is some search patterns for detecting left right file names. might work for you. http://www.nukepedia.com/gizmos/python-scripts/import-export/load-folder-recursiveload/ Howard From: Hugh Macdonald li...@hughmacdonald.co.uk To: nuke-users@support.thefoundry.co.uk Sent: Monday, 24 October 2011, 10:06 Subject: Re: [Nuke-users] Autoload both eyes from stereo file sequences? I don't believe that the file browser supports the detection of stereo sequences. You could probably write your own file browser to do this (I know that this has been done in some places), but as far as I know, this isn't a built-in option. Hugh Macdonald nvizible – VISUAL EFFECTS hugh.macdon...@nvizible.com +44(0) 20 3167 3860 +44(0) 7773 764 708 www.nvizible.com On 24 Oct 2011, at 09:55, VikD wrote: Hi, is there way to automatically load both left and right stereo file sequences when they are in the same folder instead of manually changing filename later in reader, for example change myfilename.l.exr to myfilename.%v.exr ? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] OFlow: Source Frame at the current Frame using Speed?
Hi Just thought I'd try this but no luck, could be me. Howard set cut_paste_input [stack 0] version 6.3 v5 push $cut_paste_input add_layer {rgba rgba.beta} Text { font /Library/Fonts/Arial.ttf yjustify center box {480 270 1440 810} center {960 540} name Text1 selected true xpos 1073 ypos 139 } set N2114dbf0 [stack 0] OFXuk.co.thefoundry.time.oflow_v100 { method Motion timing Speed timingFrame 1 timingSpeed {{curve x16 0.5 x38 3}} filtering Normal warpMode Simple correctLuminance false automaticShutterTime false shutterTime 0 shutterSamples 1 vectorDetail 0.2 smoothness 0.5 blockSize 6 Tolerances 0 weightRed 0.3 weightGreen 0.6 weightBlue 0.1 showVectors false cacheBreaker false name OFlow selected true xpos 1073 ypos 242 } push $N2114dbf0 NoOp { name NoOp1 selected true xpos 976 ypos 238 addUserKnob {20 User} addUserKnob {7 test l frame R 0 1000} test {{(frame-OFlow.first_frame) * OFlow.timingSpeed + OFlow.first_frame}} } From: Ivan Busquets ivanbusqu...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 25 October 2011, 19:56 Subject: Re: [Nuke-users] OFlow: Source Frame at the current Frame using Speed? If it's set to speed, something like this should do it: (frame-OFlow.first_frame) * OFlow.timingSpeed + OFlow.first_frame On Tue, Oct 25, 2011 at 11:43 AM, David Schnee dav...@tippett.com wrote: Does anyone know how to derive the actual source frames on the current frame when using the 'Speed' timing method in OFlow? I'm looking to get a curve to export ascii data of the source frames on the current frame for a range. Cheers, -Schnee -- \/ davids / comp \/ 177 /\ tippettstudio /\ sno ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] OFlow: Source Frame at the current Frame using Speed?
works a treat! Howard From: Ivan Busquets ivanbusqu...@gmail.com To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 25 October 2011, 23:40 Subject: Re: [Nuke-users] OFlow: Source Frame at the current Frame using Speed? Here, this is what I would do it if speed is not constant: (please note the expression could use some further work to avoid divisions by 0, etc, but you get the idea) set cut_paste_input [stack 0] version 6.3 v4 push $cut_paste_input Text { font /Library/Fonts/Arial.ttf size 240 yjustify center box {457 389 1371 1167} center {914 778} name Text2 selected true xpos -353 ypos -32 } Crop { box {0 0 1828 1556} name Crop1 selected true xpos -353 ypos -6 } set Na4151610 [stack 0] OFXuk.co.thefoundry.time.oflow_v100 { method Blend timing Speed timingFrame 1 timingSpeed {{curve x1 1 x38 3}} filtering Normal warpMode Simple correctLuminance false automaticShutterTime false shutterTime 0 shutterSamples 1 vectorDetail 0.2 smoothness 0.5 blockSize 6 Tolerances 0 weightRed 0.3 weightGreen 0.6 weightBlue 0.1 showVectors false cacheBreaker false name OFlow selected true xpos -240 ypos 71 } push $Na4151610 NoOp { name NoOp1 selected true xpos -353 ypos 156 addUserKnob {20 User} addUserKnob {7 avg_speed} avg_speed {{OFlow.timingSpeed.integrate(OFlow.first_frame,frame) / (frame-OFlow.first_frame)}} addUserKnob {7 test l frame R 0 1000} test {{(frame-OFlow.first_frame) * avg_speed + OFlow.first_frame i}} } On Tue, Oct 25, 2011 at 3:31 PM, Ivan Busquets ivanbusqu...@gmail.com wrote: Yes, you're right Howard. That expression only works assuming the speed is constant. If the speed parameter is animated, you would have to find the average speed up until that point (the integrate from start to current, divided by current-start), and use that in place of timingSpeed On Tue, Oct 25, 2011 at 2:52 PM, Howard Jones mrhowardjo...@yahoo.com wrote: Hi Just thought I'd try this but no luck, could be me. Howard set cut_paste_input [stack 0] version 6.3 v5 push $cut_paste_input add_layer {rgba rgba.beta} Text { font /Library/Fonts/Arial.ttf yjustify center box {480 270 1440 810} center {960 540} name Text1 selected true xpos 1073 ypos 139 } set N2114dbf0 [stack 0] OFXuk.co.thefoundry.time.oflow_v100 { method Motion timing Speed timingFrame 1 timingSpeed {{curve x16 0.5 x38 3}} filtering Normal warpMode Simple correctLuminance false automaticShutterTime false shutterTime 0 shutterSamples 1 vectorDetail 0.2 smoothness 0.5 blockSize 6 Tolerances 0 weightRed 0.3 weightGreen 0.6 weightBlue 0.1 showVectors false cacheBreaker false name OFlow selected true xpos 1073 ypos 242 } push $N2114dbf0 NoOp { name NoOp1 selected true xpos 976 ypos 238 addUserKnob {20 User} addUserKnob {7 test l frame R 0 1000} test {{(frame-OFlow.first_frame) * OFlow.timingSpeed + OFlow.first_frame}} } From: Ivan Busquets ivanbusqu...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 25 October 2011, 19:56 Subject: Re: [Nuke-users] OFlow: Source Frame at the current Frame using Speed? If it's set to speed, something like this should do it: (frame-OFlow.first_frame) * OFlow.timingSpeed + OFlow.first_frame On Tue, Oct 25, 2011 at 11:43 AM, David Schnee dav...@tippett.com wrote: Does anyone know how to derive the actual source frames on the current frame when using the 'Speed' timing method in OFlow? I'm looking to get a curve to export ascii data of the source frames on the current frame for a range. Cheers, -Schnee -- \/ davids / comp \/ 177 /\ tippettstudio /\ sno ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] OT: does anyone have experience with RedCine X Pro?
maybe you could get an end of life 'storm' cheap while u wait? Howard From: Simon Blackledge simon.blackle...@spacedigital.co.uk To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 27 October 2011, 22:34 Subject: Re: [Nuke-users] OT: does anyone have experience with RedCine X Pro? Resolve lite? Sent from my iPhone On 27 Oct 2011, at 21:37, Frank Rueter fr...@beingfrank.info wrote: maybe Hiero will come to the rescue?! On Oct 27, 2011, at 2:30 AM, Holger Hummel|Celluloid VFX wrote: although this is not really good news, at least it's nice to be assured that it obviously wasn't our fault that we simply couldn't get it to work properly - apart from the fact that the only machine it did not constantly crash on was a mac, all kinds of windows flavours were a no-go. really questionable policy to give away free software that in the end costs you a lot of time and nerves and still doesn't give you what you need. we ended up using premiere for it. for what we needed (and there was no color-accuracy involved) it did a nice job and just worked. on top of it you get the kind of data/project management you can expect from an editing app. and i'm pretty sure, once set up properly you will get the color out of its dpx export that you expect. guess, we'll have a look into the rubber chimp here, too. but it looks like this is only helping if you have the timecodes of the footage, though. is that correct? otherwise you still need to have an app where you can look at the footage and mark in/out, right? unfortunately this was necessary on a project we needed to convert some r3d files ourselves. brave new digital cinema world Holger Frank Rueter wrote: ha. Just an update for those who are interested: After playing with RedCinePro a bit longer I've decided it's a piece of poo and will probably invest into MonkeyExtract next time around (especially seeing the developer lives on the same peninsula, haha). RedCine seems to output unreliable frame ranges and also an unpredictable mess of file/folder naming, in other words when loading and exporting the same exact project multiple times I never once got the same output. While the software itself is free, it's unreliability has already cost me almost a day worth of work so it got expensive quite quickly :-D On Oct 25, 2011, at 5:34 PM, Randy Little wrote: Ha no one owes you more then I do Frank. :-) Randy S. Little http://www.rslittle.com On Mon, Oct 24, 2011 at 21:43, Frank Rueter fr...@beingfrank.info wrote: thanks a lot for the offer Asa but using the REDLogFilm look seems to do the trick. thanks everyone for your input, much appreciated. frank On Oct 25, 2011, at 4:15 PM, asa hammond wrote: If you kick me an edl I can kick you back a script to run using redline if you want to go that way, I have tools that support Fcp and cmx edls and I owe you at least one favor for the knowledge you have dropped on us nukers over the years. Asa On Oct 24, 2011, at 8:07 PM, Frank Rueter fr...@beingfrank.info wrote: RedCine is free ;) On Oct 25, 2011, at 3:43 PM, Bill Gilman wrote: You can try this: http://www.rubbermonkeysoftware.com On Oct 24, 2011, at 7:36 PM, Frank Rueter wrote: Sorry for the OT, but does anyone have experience with this thing? I'm trying to export some proper log dpx files but there don't seem to be any options in the export dialog and the default dpx output seems to be in sRGB which sucks balls. I need to go through RedCine as I need to transcode based on edlx, otherwise I could just pull it into NUke, but that will take me ages. Any tips would be greatly appreciated. Cheers, frank ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list
Fw: [Nuke-users] Script Errors
Hi Nathan In the end I removed the offending first node before I pasted the addition and that stopped the conflict in the first place. I know there are a number of pasting issues and Gizmos in this version of Nuke. But thanks its good to know there is a better fix than removing these nodes, and yes they did have exactly that in them. Any idea as to why it corrupts in the first place though? Many thanks Howard From: Nathan Rusch nathan_ru...@hotmail.com To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 1 November 2011, 15:56 Subject: Re: [Nuke-users] Script Errors Using a text editor, look for nodes that are explicitly storing a knob value as something like {rgba.red rgba.green rgba.blue rgba.alpha} and remove those lines. This will cause those knobs to revert to their default values the next time the script is loaded, so you may want to keep track of any you find. Also make sure there isn’t a line saying add_layer(rgba rgba.red rgba.green rgba.blue rgba.alpha} or something similar, and double check for both issues using rgb instead of rgba as the layer name. -Nathan From: Howard Jones Sent: Tuesday, November 01, 2011 5:21 AM To: Nuke user discussion Subject: [Nuke-users] Script Errors Anyone seen this before. Shuffle6.in2: Can't select rgba.alpha; it conflicts with other selected channels Basically the script suddenly starts getting this error, then I can remove it via text edit, and another node complains. Happened after I copied and pasted another script section (I think) which I can sort out, but if anyone knows what can cause this (known bug etc) then please let me know. Nuke 6.2v2 (no cant upgrade) thanks Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] copy/paste keys
I did post something to do this and works in nearly all cases. I think its on Nukepedia, if not it was posted to this list. This let#39;s you copy paste further down time wise with the same parameter. I didn#39;t get a way working to go between different parameters though. Another workaround is to move the keys first, copy, move back and paste Try nukepedia anyway see if I did post it. Not able to check myself at the moment. Howard___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] Re: [Nuke-python] copy and link to selected node
http://www.nukepedia.com/python-scripts/nodegraph/nshakeclone/ Howard From: Howard Jones mrhowardjo...@yahoo.com To: nuke-pyt...@support.thefoundry.co.uk nuke-pyt...@support.thefoundry.co.uk Sent: Saturday, 12 November 2011, 16:41 Subject: Re: [Nuke-python] copy and link to selected node Its on Nukepedia - 'shake clone' I believe Howard From: kernowkid nuke-python-re...@thefoundry.co.uk To: nuke-pyt...@support.thefoundry.co.uk Sent: Saturday, 12 November 2011, 16:25 Subject: [Nuke-python] copy and link to selected node Hi, I trying to write some python that will copy a selected node and link all its values to the original. I'm struggling to get off the ground with this one and could do with some pointing towards the right direction. I was thinking of using writeKnobs() and amending the result but it outputs a tcl list which I'm struggling to work with. anyone have any ideas? Thanks K ___ Nuke-python mailing list nuke-pyt...@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python ___ Nuke-python mailing list nuke-pyt...@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] ??? redguard1.glow ???
Never seen it so I suspect it's not part of Nuke, but now I've said that Howard From: Dan Walker walkerd...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Saturday, 19 November 2011, 4:47 Subject: Re: [Nuke-users] ??? redguard1.glow ??? I've heard that this could have come from DD. If someone is reusing a config/resource file home/.nuke and it's coming from another facility, there is the possibility of contamination. On Nov 18, 2011 7:56 PM, Sam Cole samb...@gmail.com wrote: Could be totally off-base, but I recall that it's a glow gizmo/group from Tron that people have kept using. ./sam ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] ??? redguard1.glow ???
Well I'm buggered - chasing up another issue and suddenly I see redguard!! This script corrupted with {rgba.red, rgba.green..} appearing everywhere which I fixed but every node has ( red green blue) in its label so below id just from copying a grade node out and there it is! No Tron Gizmo I'm aware of. Howard set cut_paste_input [stack 0] version 6.2 v2 push $cut_paste_input add_layer {rgb rgb.red rgb.green rgb.blue} add_layer {rgba rgba.beta redguard1.glow rgba.edgeblur} add_layer {hilites hilites.red hilites.green hilites.blue hilites.alpha} Grade { white {1.93278 1.684004068 1.47872 1} maskChannelInput hilites.green name Grade145 selected true xpos -1158 ypos -2623 } From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Saturday, 19 November 2011, 10:19 Subject: Re: [Nuke-users] ??? redguard1.glow ??? Never seen it so I suspect it's not part of Nuke, but now I've said that Howard From: Dan Walker walkerd...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Saturday, 19 November 2011, 4:47 Subject: Re: [Nuke-users] ??? redguard1.glow ??? I've heard that this could have come from DD. If someone is reusing a config/resource file home/.nuke and it's coming from another facility, there is the possibility of contamination. On Nov 18, 2011 7:56 PM, Sam Cole samb...@gmail.com wrote: Could be totally off-base, but I recall that it's a glow gizmo/group from Tron that people have kept using. ./sam ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Same operation on multiple inputs
I saw that but couldn't see the difference between copy cloning some nodes and using a multipaste tool (mines from Diogo). Seemed a long way around to do the same thing. I'll let Diogo share this code if he wants. Howard From: Thomas Volkmann t.volkm...@gmx.net To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 22 November 2011, 8:40 Subject: Re: [Nuke-users] Same operation on multiple inputs Thanks Holger, exactly what we've been looking for... Original-Nachricht Datum: Mon, 21 Nov 2011 20:22:31 +0100 Von: Holger Hummel|Celluloid VFX hol...@celluloid-vfx.com An: Nuke user discussion nuke-users@support.thefoundry.co.uk Betreff: Re: [Nuke-users] Same operation on multiple inputs i stumbled upon this a few days ago: http://www.creatogether.com/foreach-nk haven't tested it myself yet but looks like it's doing at least some of the stuff you're looking for. cheers, Holger Thomas Volkmann wrote: Some interesting stuff so far, but not yet exactly what we are after (though it definitely is an improvement). Is there any documentation on that python-tab in the write node? I didn't find anything on this, but maybe I'm not searching properly, because I didn't find the former mentioned 'topnode'-expression either. If we could something like if write2 - use switch 2 to work that would be perfect! Thanks for your input! Original-Nachricht Datum: Mon, 21 Nov 2011 12:49:33 +0100 Von: michael vorberg pingkin...@googlemail.com An: Nuke user discussion nuke-users@support.thefoundry.co.uk Betreff: Re: [Nuke-users] Same operation on multiple inputs two things come into my mind: a) you can build a temp script with the read node and all the things you want to do. and the end put in a write node in the read node file knob write: [argv 0] and in the write node put an expression to build the name from the write node or put in [argv 1] then start nuke from a commandline with: nuke tempscript.nk path/to/read/images.ext path/to/write/images.exr (you can get rid of the second argument if you build the write node filenames by expression) this will start nuke and put the first argument (path/to/read/images.ext) into the read nodes file knob b) the switch method isnt that bad, i would make an expression on the disable knob of the write node which makes it only active if the right switchinput is selected. something like: switch1.which==3?0:1 Am 20.11.2011 21:22, schrieb Thomas Volkmann: Hey, is it possible to setup some sort of batch-processing in Nuke? E.g. having multiple Read nodes that need all the same treatment, and then write them out to different places. First idea was to put the compositing tree into a group and clone that one...that was when I found out that you can't clone groups. Another approach a co-worker came up with, was to connect all the Reads to a Switch-node and have multiple Write nodes in the end, of which everyone has a 'before render - change switch'-expression, but somehow that didn't work. Probably I am just missing the obvious... I there a common workflow for that? Thanks, Thomas ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Holger Hummel - hol...@celluloid-vfx.com Celluloid Visual Effects, Paul-Lincke-Ufer 39/40, 10999 Berlin phone +49 (0)30 / 54 735 220 - m...@celluloid-vfx.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie! Jetzt informieren: http://www.gmx.net/de/go/freephone ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] ??? redguard1.glow ???
Hi I'm not sure this gets to the nut of another issue where the channels get upset, but on a related gizmo contamination question could anyone confirm if they have this in Frank's edgeExtend? Blur { channels {rgba.red rgba.green rgba.blue rgba.alpha} instead of Blur { channels rgba which I believe is correct (for Nuke 6.2+ anyway) I'm mentioning it as if that is the case then it could be that Gizmos with this issue could contaminate and break scripts. I have it here, but it could be, it has been corrupted since. Howard From: Ned Wilson nedwil...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 22 November 2011, 2:55 Subject: Re: [Nuke-users] ??? redguard1.glow ??? Chris, I have seen horizon.matte as well. On Nov 21, 2011, at 4:21 PM, chris wrote: hmm, found two gizmos with redguard1.glow on my machine: bokeh_blur_jb_v03_1.gizmo Bokeh_Blur.gizmo i probably got them of nukepedia or vfxtalk might be a good moment that everybody scans their system and gets rid of the stuff... (i used spotlight with include system files option ticked) was looking for: redguard1.glow rgba.beta alpha.G_matte rga.alpha any others ?? the current version of BokehBlur_4.gizmo doesnt seem to have redguard anymore btw, but does have the alpha.G_matte and rga.alpha ++ chris On 11/21/11 at 12:20 AM, mrhowardjo...@yahoo.com (Howard Jones) wrote: Ok so far I have found rgba.beta in a number of tools which I think has come from another contaminated? source but redGuard in (from Nukepedia) .//nukeGizmos/Keyer_CB.gizmo add_layer {rgba redguard1.glow} ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] ??? redguard1.glow ???
Yes its getting to the bottom of that issue is what I'm interested in. Nuke shouldn't add these layers when not relevant, so these things cant propagate but is it what causes this... Shuffle49.out: Can't select rgba.alpha; it conflicts with other selected channels If this is from spurious layers being copied then there is an issue in Nuke, covered by that bug number which needs to be taken seriously. Out of interest what was in the add_layer, as the fix I have used so far is probably a bandage. Howard From: Ben Dickson ben.dick...@rsp.com.au To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 25 November 2011, 8:55 Subject: Re: [Nuke-users] ??? redguard1.glow ??? Heh, this issue has got a bit out of hand.. It's a bit untidy, but most of these layers shouldn't cause any problems ...however, adding channels to default layers like rgba can cause problems under certain circumstances. For examples, we had a few renders die with: Shuffle49.out: Can't select rgba.alpha; it conflicts with other selected channels ..and that script had an add_layer that added a bunch of nonsense channels to rgba. The extra channels also caused the Shuffle's in2 to default to a strange channel, and a few other odd things A quick way of checking the gizmos for stray layer names is: for x in nuke.plugins(nuke.ALL, *.gizmo): f = open(x).read() if add_layer in f: print x print \n.join( [ %s % line for line in f.split(\n) if add_layer in line]) print ..although you also need to check regular .nk scripts, ToolSet folders and such On 25/11/11 18:42, Dennis Steinschulte wrote: Hi Group, As promised yesterday, here comes the answer from the support. If you have additional infos or things not mentioned here, just write the support team with the BUG ID 23221. (Darn, I missed the bug 2 ;) ) Hi Dennis Unfortunately this appears to be a corruption from a third party gizmo and we would not be able to say how this could have been passed from one party to another. We have searched many machines here, and from our basic Nuke install we don't see any references to redguard1.glow. Also we don't have the following that are mentioned on the user group : bokeh_blur_jb_v03_1.gizmo Bokeh_Blur.gizmo Keyer_CB.gizmo or any references to : rgba.beta alpha.G_matte rga.alpha horizon.matte Our engineers have also made sure of this and this does not originate from the standard Nuke install. As this is something that has been propagated from an external source, there isn't really anything we can suggest apart from removing all Nuke installs, all third party gizmos and clean through old scripts, install a standard Nuke and see if that resolves the issue. You may also want to check any init.py or menu.py references in your .nuke directory to ensure that a python script isn't being run somewhere that causes the issue. I have written up a bug to see if we can restrict what can create new channels and this is logged as Bug 23221. Kind Regards Jason ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ben dickson 2D TD | ben.dick...@rsp.com.au rising sun pictures | www.rsp.com.au ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Germany doesn't like your plugin
ha I used to have that t-shirt! Howard From: Ron Ganbar ron...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Sunday, 27 November 2011, 9:07 Subject: [Nuke-users] Germany doesn't like your plugin http://img9.custompublish.com/getfile.php/1644892.1169.pybveatutp/2000x2000Atomkraft+Nein+Danke[1]_300x210.jpg?return=www.innovationcircle.net Sorry for spamming. I just couldn't help it. Ron Ganbar email: ron...@gmail.com tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel] url: http://ronganbar.wordpress.com/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Consolidate/use more then one tracker node to drive one cornerpin
Randy was spot on - average the tracks and use the average for each corner. So if you had 16 trackers 4 for each corner you would average each group and then apply the result of the tracks to the 'cornerpin to' with an expression linked to a knob to offset the result should it drift slightly should you wish. Here's a tool I made for average tracks and other stuff. Very clunky maths but back in my early days of Nuke and pre python. Copied as text because of the rgba.beta issues set cut_paste_input [stack 0] version 6.2 v2 push $cut_paste_input Group { name CurveCalculator help This node has a few common maths tools:\n1) Jitter - calculates the jitter value from 2 curves after you have filtered the 'smoothed curve'. This also includes the curveTools average intensity node so you can use the inverted result in a maths node to remove colour flicker\n2) Average - calculates the average from up to 16 curves, good for multitrack points used around one point to ignore grain\n\nUse the results in other relevent nodes.\n\nmore may be added at some point note_font Bitstream Vera Sans mapsize {0.15 0.15} addUserKnob {20 Maths} addUserKnob {4 modes l Mode t average (A+B)/2\ndifference abs(A-B)\ndivide A/B\nexclusion A+B-2AB\nfrom B-A\ngeometric 2AB/(A+B)\nhypot A*A+B*B\nmax max(A,B)\nmin min(A,B)\nminus A-B\nmultiply A*B\nplus A+B\nscreen A+B-AB M {average difference (abs minus) divide exclusion from geometric hypot max min minus multiply plus screen }} addUserKnob {7 mA l INVISIBLE +INVISIBLE R -1 1} addUserKnob {13 mAxyz l A} addUserKnob {7 mB l INVISIBLE +INVISIBLE R -1 1} addUserKnob {13 mBxyz l B} addUserKnob {7 mathsResultA l INVISIBLE +INVISIBLE R -1 1} mathsResultA {{this.modes==0?(mA+mB)/2:this.modes==1?abs(mA-mB):this.modes==2?mA/mB:this.modes==3?mA+mB-2*(mA*mB):this.modes==4?mB-mA:this.modes==5?2*(mA*mB)/(mA+mB):this.modes==6?(mA*mA)+(mB*mB):this.modes==7?max(mA,mB):this.modes==8?min(mA,mB):this.modes==9?mA-mB:this.modes==10?mA*mB:this.modes==11?mA+mB:this.modes==12?mA+mB-(mA*mB):0}} addUserKnob {13 mathsResultAxyz l result} mathsResultAxyz {{this.modes==0?(mAxyz+mBxyz)/2:this.modes==1?abs(mAxyz-mBxyz):this.modes==2?mAxyz/mBxyz:this.modes==3?mAxyz+mBxyz-2*(mAxyz*mBxyz):this.modes==4?mBxyz-mAxyz:this.modes==5?2*(mAxyz*mBxyz)/(mAxyz+mBxyz):this.modes==6?(mAxyz*mAxyz)+(mBxyz*mBxyz):this.modes==7?mAxyzx(mAxyz,mBxyz):this.modes==8?min(mAxyz,mBxyz):this.modes==9?mAxyz-mBxyz:this.modes==10?mAxyz*mBxyz:this.modes==11?mAxyz+mBxyz:this.modes==12?mAxyz+mBxyz-(mAxyz*mBxyz):0} {this.modes==0?(mAxyz+mBxyz)/2:this.modes==1?abs(mAxyz-mBxyz):this.modes==2?mAxyz/mBxyz:this.modes==3?mAxyz+mBxyz-2*(mAxyz*mBxyz):this.modes==4?mBxyz-mAxyz:this.modes==5?2*(mAxyz*mBxyz)/(mAxyz+mBxyz):this.modes==6?(mAxyz*mAxyz)+(mBxyz*mBxyz):this.modes==7?mAxyzx(mAxyz,mBxyz):this.modes==8?min(mAxyz,mBxyz):this.modes==9?mAxyz-mBxyz:this.modes==10?mAxyz*mBxyz:this.modes==11?mAxyz+mBxyz:this.modes==12?mAxyz+mBxyz-(mAxyz*mBxyz):0} {this.modes==0?(mAxyz+mBxyz)/2:this.modes==1?abs(mAxyz-mBxyz):this.modes==2?mAxyz/mBxyz:this.modes==3?mAxyz+mBxyz-2*(mAxyz*mBxyz):this.modes==4?mBxyz-mAxyz:this.modes==5?2*(mAxyz*mBxyz)/(mAxyz+mBxyz):this.modes==6?(mAxyz*mAxyz)+(mBxyz*mBxyz):this.modes==7?mAxyzx(mAxyz,mBxyz):this.modes==8?min(mAxyz,mBxyz):this.modes==9?mAxyz-mBxyz:this.modes==10?mAxyz*mBxyz:this.modes==11?mAxyz+mBxyz:this.modes==12?mAxyz+mBxyz-(mAxyz*mBxyz):0}} addUserKnob {26 } addUserKnob {4 modesB l Mode t average (A+B)/2\ndifference abs(A-B)\ndivide A/B\nexclusion A+B-2AB\nfrom B-A\ngeometric 2AB/(A+B)\nhypot A*A+B*B\nmax max(A,B)\nmin min(A,B)\nminus A-B\nmultiply A*B\nplus A+B\nscreen A+B-AB M {average difference (abs minus) divide exclusion from geometric hypot max min minus multiply plus screen }} addUserKnob {7 mC l INVISIBLE +INVISIBLE R -1 1} addUserKnob {13 mCxyz l C} addUserKnob {7 mathsResultB l INVISIBLE +INVISIBLE R -1 1} mathsResultB {{this.modesB==0?(mathsResultA+mC)/2:this.modesB==1?abs(mathsResultA-mC):this.modesB==2?mathsResultA/mC:this.modesB==3?mathsResultA+mC-2*(mathsResultA*mC):this.modesB==4?mC-mathsResultA:this.modesB==5?2*(mathsResultA*mC)/(mathsResultA+mC):this.modesB==6?(mathsResultA*mathsResultA)+(mC*mC):this.modesB==7?max(mathsResultA,mC):this.modesB==8?min(mathsResultA,mC):this.modesB==9?mathsResultA-mC:this.modesB==10?mathsResultA*mC:this.modesB==11?mathsResultA+mC:this.modesB==12?mathsResultA+mC-(mathsResultA*mC):0}} addUserKnob {13 mathsResultBxyz l result} mathsResultBxyz
Re: [Nuke-users] Consolidate/use more then one tracker node to drive one cornerpin
So it is! - though works on none as well Howard From: Colin Alway colin.al...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Monday, 12 December 2011, 11:23 Subject: Re: [Nuke-users] Consolidate/use more then one tracker node to drive one cornerpin FWIW, if you have several tracks you want to average onto one cornerpin (or anything else for that matter), check the T (use to calculate transform) next to each tracker, then in the Transform tab, set the transform mode to stabilize and the centre knob will be the average of the 4 trackers, saving you the trouble of writing an expression. On 12 December 2011 06:26, Henrik Cednert n...@irry.com wrote: Hi Randy Thanks man! Unfortunately, if I understood you correctly, this is not what I meant or at least I can not get it working for that. Hugh helped me out over at the IRC channel last night and I will post the setup he gave me later this week once this shot is completed. =) It's a setup with tracker nodes and expression linked cornerpins. Cheers On 2011-12-11 20:21, Randy Little wrote: oops so they once you have all 4 corners averaged into a new seperate tracker you then use this new tracker that is the average of all those trackers to comp those corners to your corner pin if you are using a corner pin. Randy S. Little http://reel.rslittle.com http://imdb.com/name/nm2325729/ On Sun, Dec 11, 2011 at 11:16, Randy Littlerlit...@rslittle.com wrote: Make a new tracker. take all the trackers for that one corner paste there curves all together adding them. then in that expression for each conner you just made (track+track+track+track)/4 Thats pretty standard work flow. Randy S. Little http://reel.rslittle.com http://imdb.com/name/nm2325729/ On Sun, Dec 11, 2011 at 10:59, Henrik Cednertn...@irry.com wrote: Hi there fine folks There's something that have been bugging my mind for a while and I can't really find a good solution for it. Most of the time when I track I rely on more then one tracker node. I might start of with one node that stabilize the hero item I want to track, for instance a phone that I shall do a screen replacement for. Once stabilized I track the corners of it but very often I find that I'd really like to use multiple tracker nodes to track the corners too. It's just a faster way of getting a good result then tweaking one tracker for hours, at least that's my opinion. But the thing is... I can't find a way to use several tracker nodes to drive one corner pin. I need to consolidate all trackers for a certain point/corner and pipe that to that very same point/corner in the cornerpin. Sure, often I just use the stabilize function directly in the tracker node and with that approach I can pipe them all in (...the other way around) for the footage I want cornerpined on top of the plate. But that approach just doesn't really cut it for all scenarios. That stabilize approach doesn't really give me the same result as a cornerpin. And yes, one might say that this is what the planar tracker is for. But the planar tracker just refuse to give me a usable result for certain shots. Where it in other shots nails it perfectly. So for the sake of this discussion, let's leave the planar tracker out of this. =) I think what I'm looking for is something like a ConsolidateTransform-node? =) Cheers -- Henrik Cednert cg artist | compositor | cto MEKANIKEN POST PRODUCTION www.mekaniken.se ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Henrik Cednert cg artist | compositor | cto MEKANIKEN POST PRODUCTION www.mekaniken.se ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- colin alway ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Redcine-X VS Nuke
1.0 is half float/float even if not clamped ;) for Ron's question (if I read it right) Half float or 16 bit float is a less accurate version of 32 bit float. AFAIK The float being the floating point part of the number. you dont save 123.45678 you save 12345678 with a bit(?) for the position of the floating point. The difference between 16bit (half float) and 32 bit (float) is that with 16bit the length of that number gets truncated at a lesser degree of accuracy compared to 32bit. You could have 10 or 8bit float if you wanted, just not much point for what we do.Similarly you could have 32bit non-float if you really wanted, but again no point in our game afaic - as far as I care ;) Linear is linear, but again you could put any gamma or other curve in there if you wanted. http://en.wikipedia.org/wiki/Half-precision_floating-point_format Howard From: randyslit...@gmail.com randyslit...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 20 December 2011, 20:24 Subject: Re: [Nuke-users] Redcine-X VS Nuke 1.0 is half float if it encoded half float and clamp to 1.0 Sent from myTouch 4G - Reply message - From: Deke Kincaid dekekinc...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Subject: [Nuke-users] Redcine-X VS Nuke Date: Tue, Dec 20, 2011 12:13 Last I knew RedcineX only outputs EXR to linear which caps out at 1.0, not half linear float. -deke On Tue, Dec 20, 2011 at 04:29, Simon Björk si...@stillerstudios.se wrote: I might be misunderstanding you, but why the srgb2lin conversion? RedcineX only outputs linear exrs so as far as I know you shouldn't use any colorspace convertions in Nuke if you chose that path. You can test this if you try different gamma curves in RedcineX and render to EXR. They should all look identical. Regarding my earlier post about half float linear gamma setting in Nuke should match a rendered exr from RedcineX, I just tested this and it doesn't seem to work. I'm pretty sure this worked earlier, but I might be wrong. The linear gamma curve in Nukes R3D importer is an old one and shouldn't be used. Not sure why it's still there. This whole R3D in other applications often causes problems. Same in After Effects. I find that the most reliable solution (still unreliable) is to output from RedcineX. /Simon 2011/12/20 Deke Kincaid dekekinc...@gmail.com I forgot to mention that It all depends what file format your outputting. If your outputting to dpx or tiff then set the decode colorspace/gamma curve the same as RedcineX but in the write node set the colorspace to linear. While working with the R3d though, the viewer will look different from RedcineX unless you set it to linear. After reading back in the dpx/tiff, then you can set the viewer back to srgb and it will look correct. If your outputting to Exr from RedcineX then you need add a colorspace node with in:sRGB and out:Linear (Read node settings all should match RedcineX). While this is technically incorrect but it will give you the equivalent of burning the grade into the EXR. People here are mentioning using Half Linear Float which does properly linearize the curve form the chip when going to EXR. You would need to extract a lut between the linear R3d and your director's color to use as a viewer lut and use that in the write node. -deke On Tue, Dec 20, 2011 at 00:15, Ron Ganbar ron...@gmail.com wrote: Thanks for this Deke. The settings are all the same, but looking at the Nuke Viewer set to sRGB, I see a very washed out image - what I would normally consider a Cineon looking image. Looking at the Redcine-X viewer it looks correct. Any ideas? Ron Ganbar email: ron...@gmail.com tel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel] url: http://ronganbar.wordpress.com/ On 20 December 2011 09:48, Deke Kincaid dekekinc...@gmail.com wrote: First, try hitting the Metadata button in the read node. That should make it grab the right color settings. If not you can match the same settings in Nuke as the one he has in RedcineX (they should all be named the same). Also make sure your using Nuke 6.3v5 because it includes RedGamma2 and RedColor2 which is missing from versions before that (older SDK). -deke On Mon, Dec 19, 2011 at 23:34, Ron Ganbar ron...@gmail.com wrote: Hi all, I don't have a lot of experience with converting R3D files, but I so far did it with Nuke and was pretty happy with the result. However, a director, who is technically minded, just told me that when he takes something into Redcine-X and without changing the color at all he gets something he likes. I did the same thing, and indeed the image looks nice. When I do the same thing in Nuke I get a very washed image. What's the output colorspace of the Nuke R3D read node? How can I get the same kind of output from Nuke's Read node to Redcine-X's output? Thanks, Ron
Re: [Nuke-users] New Nuke training Wiki
Maybe - I'd scrap your dont's - far too simplistic Howard From: Jd Flame jdyfl...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 22 December 2011, 15:47 Subject: Re: [Nuke-users] New Nuke training Wiki This is great!!! Thank you Martin for sharing all this information with us. JD Sent from my iPhone On Dec 20, 2011, at 12:13 AM, Martin jackyoungbl...@mac.com wrote: Dear Nuke mailing list denizens, I have just finished the first working draft of a Wiki dedicated to Nuke learning. It was made to accompany my class on Digital Compositing, here in Singapore. http://opticalenquiry.com/nuke/ The philosophy of this Wiki is to augment hands on classroom teaching (I have tried to illustrate points with code snippets as well as screen shots). I have paid particular attention to points that I know confuse the newbie and have left out details that I think are best covered by the user guide. Any feedback greatly welcome. It is still a bit thin on screen shots and rampant with typos. It might also contain inaccuracies as I am a bit of a Nuke newbie myself. I will be happy to accommodate anyone interested in having editing privileges. Martin ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] New Nuke training Wiki
The main principle I teach is to understand the tool/ methodologies so that the user can make an intelligent decision based on a full understanding. A list of do's and dont's will always fall foul of exceptions and in the end only leads to parrot fashion learning. An example 'never composite an unpremultiplied image' or 'only composite a premultiplied image' *which ever it was... well 1) you can - a keymix expects an unpremultiplied image. The matte tool is there for that purpose too. Why not anyway? what would be the tell tale signs of compositing an image with premult set wrong? (light edges, dark edges etc..., some of which aren't even premult issues anyway) What if you are applying any filtering to an image (translate of 0.5 pixels for example, let alone blur etc...), what would happen if this wasn't premultiplied? What happens if you colour correct a premultiplied image? What would you look out for? Always check your edges for premult artifacts would be the only guide I would suggest here. The artifacts will always depend on a number of mistakes, subtle or blatant and instilling the need to check this the important thing. Fixing the cause(s) requires an understanding of why. 'Never use explicit paths in read nodes', simply depends on your setup and pipeline. A well set up pipeline/ network and this shouldn't be an issue (hasn't been for me in 15 years) etc... Howard From: Martin jackyoungbl...@mac.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Cc: Howard Jones mrhowardjo...@yahoo.com Sent: Friday, 23 December 2011, 5:41 Subject: Re: [Nuke-users] New Nuke training Wiki Thanks for the feedback guys. I agree with Howard. Some points there are so simplistic that can be misleading or simply plain wrong depending on how you look at them. My problem is that Nuke is very forgiving of bad practice and my students (undergrads) can mistake this for a blanket permission to do anything they like. When one is correcting for the 100th time in a week a badly set format in Project Settings, then one looses the desire to frame ones advice in negotiable terms. However, I see your point. I have removed some of the points, softened my line on others and placed the page within a broader context as a sub-page in the 'Script Evaluation' page. http://opticalenquiry.com/nuke/index.php?title=Script_Evaluation It is still a bit rough but I hope to have it in acceptable form by the start of the semester. On 23-Dec-2011, at 3:37 AM, Diogo Girondi wrote: I agree with Howard. Some points there are so simplistic that can be misleading or simply plain wrong depending on how you look at them. diogo On Thu, Dec 22, 2011 at 4:18 PM, Howard Jones mrhowardjo...@yahoo.com wrote: Maybe - I'd scrap your dont's - far too simplistic Howard From: Jd Flame jdyfl...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 22 December 2011, 15:47 Subject: Re: [Nuke-users] New Nuke training Wiki This is great!!! Thank you Martin for sharing all this information with us. JD Sent from my iPhone On Dec 20, 2011, at 12:13 AM, Martin jackyoungbl...@mac.com wrote: Dear Nuke mailing list denizens, I have just finished the first working draft of a Wiki dedicated to Nuke learning. It was made to accompany my class on Digital Compositing, here in Singapore. http://opticalenquiry.com/nuke/ The philosophy of this Wiki is to augment hands on classroom teaching (I have tried to illustrate points with code snippets as well as screen shots). I have paid particular attention to points that I know confuse the newbie and have left out details that I think are best covered by the user guide. Any feedback greatly welcome. It is still a bit thin on screen shots and rampant with typos. It might also contain inaccuracies as I am a bit of a Nuke newbie myself. I will be happy to accommodate anyone interested in having editing privileges. Martin ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users
Re: [Nuke-users] Re: Huge render issues in Nuke
The camera shake has a large bounding box so you are processing more image than necessary - you should crop this down to only what is necessary. Also it does affect the bounding box of the rendered exr. From my tests are you sure its a different frame size per frame or just the bounding box in the exr that you are reading? Also when rendering locally did you have nuke open as well. I think you are running out of memory however can you check your preferences and see if aggressive caching is on (assuming nuke 6.3) I have had similar issues with that on even (bloating renders frame per frame) though in theory I had enough memory to run it. I dont know if this feature actually works and support never came back to me as to why it was failing even though it should work. So if its on turn it off and see what happens. Howard From: Randy Little rlit...@rslittle.com To: nuke-users@support.thefoundry.co.uk Sent: Friday, 30 December 2011, 1:47 Subject: Re: [Nuke-users] Re: Huge render issues in Nuke No it shouldn't. If you are getting a result different then the GUI then something is wrong. I would render with verbose flag from the Gui and the Command line and then compare the logs. This should help track down where the problem is. What render manager are you using or are you rendering locally? Randy S. Little http://reel.rslittle.com http://imdb.com/name/nm2325729/ On Thu, Dec 29, 2011 at 17:44, danielmargiotta nuke-users-re...@thefoundry.co.uk wrote: Sorry i hit send before i was done typing, will the camera shake adjust the render size? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Huge render issues in Nuke
glad to hear that aggressive caching is an issue as it means there is a bug now that's repeated on at least 2 systems - has anyone else seen this with more than the 8Gig memory its supposed to support (I had 16Gigs and it just delayed the bogging a bit longer so I don't believe aggressive caching is working correctly) Howard From: danielmargiotta nuke-users-re...@thefoundry.co.uk To: nuke-users@support.thefoundry.co.uk Sent: Monday, 2 January 2012, 18:19 Subject: [Nuke-users] Re: Huge render issues in Nuke Thank you all! All the advice has helped greatly, we have discovered something interesting. When we render other formats besides EXR's the weird render sizing issues go away. Also it seems that the Aggressive cacheing function seems to let the computer render much longer without bogging down. I am going to try all of the terminal stuff today because our server manager is in the office. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Cycle a value using python?
you can also just loop any curve if that helps Howard From: GisoSpijkerman nuke-users-re...@thefoundry.co.uk To: nuke-users@support.thefoundry.co.uk Sent: Wednesday, 18 January 2012, 16:15 Subject: [Nuke-users] Re: Cycle a value using python? hmm i got it to work using these values. used [0.3*sin(x+2.5)] on the R and [0.5*sin(x)] on the B thnks though Giso ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] oflow and kronos weirdness
Yes quite recently - played with the curve a bit but couldn't see a reason for it Howard From: Randy Little randyslit...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Monday, 23 January 2012, 22:11 Subject: [Nuke-users] oflow and kronos weirdness Anyone ever have oflow and kronos do weird things like on a linear retime radomly reverse the retime for a few frames? I am sure its related to the timeoffset and retime node that proceed it. (retime is just being used to do another offset) IT did this with just the offset as well. The kronos is a straight .75 slow down. Randy S. Little http://www.rslittle.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] oflow and kronos weirdness
no just life ;) Howard From: Randy Little rlit...@rslittle.com To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Monday, 23 January 2012, 23:01 Subject: Re: [Nuke-users] oflow and kronos weirdness Great!? Randy S. Little http://reel.rslittle.com http://imdb.com/name/nm2325729/ On Mon, Jan 23, 2012 at 14:22, Howard Jones mrhowardjo...@yahoo.com wrote: Yes quite recently - played with the curve a bit but couldn't see a reason for it Howard From: Randy Little randyslit...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Monday, 23 January 2012, 22:11 Subject: [Nuke-users] oflow and kronos weirdness Anyone ever have oflow and kronos do weird things like on a linear retime radomly reverse the retime for a few frames? I am sure its related to the timeoffset and retime node that proceed it. (retime is just being used to do another offset) IT did this with just the offset as well. The kronos is a straight .75 slow down. Randy S. Little http://www.rslittle.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] RotoPaint - time offset foreground source
I'm not quite sure I follow you but do you just want to add a frame hold underneath the rotopaint for your last good frame, use a switch to er.. switch to it at the frame after, and apply a tracker to the result. If you use the rotopaintMask knob you can output an alpha into the alpha or any desired channel and then comp this over the source with a merge set to matte (if not premultiplied). Have you also tried applying the tracker to the transform parameters of the stroke(s). Best way is to put the stroke(s) into a new layer inside rotopaint and apply a match move to that layer's transform parameters. This way you can apply one transform to all strokes. Might work. Howard From: tk421storm nuke-users-re...@thefoundry.co.uk To: nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 January 2012, 18:49 Subject: [Nuke-users] RotoPaint - time offset foreground source Hey all - I'm new to rotopaint (and nuke), so let me know if any of this doesn't make any sense. I've got a rotopaint with the clone tools that looks nice until the shot zooms. In order to fix this, I want to create a new bezier clone object that simply takes my painted result from the last frame before the zoom, holds it, and does the scaling/transform/rotate with the tracker. However, I can't seem to make the clone with source set at foreground to work with time offset. No matter what I put into time offset, the result doesn't change. If I change the source to background it works as intended. If I want to do a similar change with another roto node, I have to deal with applying and un-applying the tracks in confusing ways; it'd be great to be able to reference the paint strokes at a previous frame without needing a new node. Thanks, Mike ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: RotoPaint - time offset foreground source
like he says use bg for that - I discussed this with Foundry during development and they said this could lead to a whole set of feedback issues (non-technical term) so you use another paint node underneath if you need the result of the clone at a different time. So in short yes it is by design that you cant do that. Howard From: Randy Little randyslit...@gmail.com To: nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 January 2012, 22:00 Subject: Re: [Nuke-users] Re: RotoPaint - time offset foreground source Well by forground it means that it using the foreground plate. In can't really be offset more then what is feeding it. where cloning from the BG sourse is always looking outside the paint node. (fg is looking at what on screen of what you are currently painting.) Randy S. Little http://www.rslittle.com On Thu, Jan 26, 2012 at 13:56, tk421storm nuke-users-re...@thefoundry.co.uk wrote: Sorry, I guess it's hard to explain, and since everyone has their own method of doing it. I was able to get it straightened out using another rotopaint node down the chain, and using the clone set at background. My main question is, is it intended that clone set to foreground with a frame offset doesn't work? If I could clone my strokes from a previous frame IN the current roto node, it would save me a lot of complication in my script. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Locking a viewer
see nukepedia - there's one on there somewhere, haven't got the details to hand but works well Howard From: Jud Pratt j...@mac.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 9 February 2012, 20:10 Subject: [Nuke-users] Locking a viewer Hello again Is there a way to lock a viewer to a single view so that it will not switch if you accidentally have it highlighted when you hit a number key. In my current workflow, I have 2 viewers open. Once is my workspace and the other is my stereo view so I can see the result of my mucking about in my workspace viewer. I would like to be able to lock my stereo view viewer to the final node in the script so I don't accidentally change it. Is there a way to do this? If not, feature request? ;-) Thanks! --Jud ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: DiskCache node
Just use FC that comes with it, thats what its for. Howard From: KiboOst nuke-users-re...@thefoundry.co.uk To: nuke-users@support.thefoundry.co.uk Sent: Saturday, 11 February 2012, 8:26 Subject: [Nuke-users] Re: DiskCache node Well, I am the IT guy managing entire factory network/servers, I'm also RD and technical director, beside being in production. It's really a shame that Nuke doesn't perform nice with a SSD robust workstation. In Toxik, you simply hit a IR thing on each node you want to be cached, then when you play the comp, if the nodes is already cached it is realtime (with fast SSD of course), if not it cache it and next time it is realtime. Simple hit IR on output node, play once (it will use ever cached parts of the comp), and then you are realtime. If it's good, render it in a few seconds as it recalculate nothing. So simple and fast it isn't even funny. I think that TheFoundry could have a look at how Toxik caching works, both behind the hood and setting it for the artist to rethink Nuke caching. Performance is really problematic. Please be sure I don't want to start any Toxik vs Nuke thingy, Nuke is just amazing for a lot of things, but Toxik also have its strengh and performance is something that could be greatly enhanced in Nuke. I will continue investigating this, so if anyone have insight, tips etc please post them, I will read and test all I can. Thks Kib ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] node lock?
What Diogo did for the bookmarker tools we cooked up was to change the icon to a bookmark icon. We search for this and produce a list. Maybe create a lock icon and search for that? (see bookmarker on nukepedia for full code if you want) eg. sn = nuke.selectedNodes() if sn['icon'].value() != 'lock.png' call built-in delete function Howard From: chris ze.m...@gmx.net To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Monday, 13 February 2012, 11:18 Subject: Re: [Nuke-users] node lock? this is a wild shot, but maybe it's possible replace the standard delete action with your own function? (or at least have the delete keyboard shortcut to call your function)? that way you could do something like: if selectedNode is part of a doNotDeleteList put up alert (or do nothing) else call built-in delete function might be a completely stupid idea, but might help to think of other things ++ chris On 2/13/12 at 11:15 AM, ch...@thefoundry.co.uk (Chris Bevan) wrote: The only thing that came to mind for me was adding an onDestroy callback to check whether the node is one we're not supposed to delete: def showError(): nuke.message(You deleted the wrong node!) nuke.addOnDestroy(showError, nodeClass='Dot') I tried triggering an undo during the callback, but unfortunately it undoes the previous action, because the node deletion hasn't been registered yet at that point. From a quick glance I also wasn't sure how to see what node was being deleted, other than the class. May be food for thought, anyway... - Chris On 08/02/12 19:55, J Bills wrote: is there any way to essentially lock a node so it can't accidentally be deleted? I'm making a template and for organizational sake, some of the expressions rely on certain dots and noop nodes being in place. without them, my script looks like a rats nest, but with them it's gold. but I don't want someone who's not all that down with dots or whatever to start deleting things. other than putting a do not delete in the label, is there anything scripty I could do here? This body part will be downloaded on demand. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] RotoPaint Speed Concerns
I often find you can cancel the render dialogue and then it updates anyway. So somthing fishy FWIW I had a script with about 4000 paint strokes (mostly clones) last week and had no issues. Prerenders and sensible amount of strokes and was fine (still about 500+ in each node). Howard From: Richard Bobo richb...@mac.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 17 February 2012, 19:55 Subject: Re: [Nuke-users] RotoPaint Speed Concerns Mike, As a new user of Nuke, but a long-time Flame user, I have to say that I have found, by far, the most frustration when using Rotopaint nodes! They can bog performance down quite a bit. I've learned to keep the number of paint strokes down to several hundred per node and to keep my beziers down to a low number per node as well. Also, even when I am playing back a preview render from RAM-cached frames, just having the Rotopaint nodes in the script seems to be enough to lower my playback frame rate. I've confirmed this by progressively deleting the Paint nodes or disabling them. In order to preserve realtime playback, I have resorted to adding a Write node after the Rotopaint nodes, pre-rendering, setting the Write node to Read and disabling the Paint nodes. In addition, just rearranging the layers in a Rotopaint node can often take a number of seconds. Things like creating a new folder, dragging layers into it or rearranging the order an be maddeningly slow! When you've been rotoscoping for hours, these kinds of slowdowns add up in both time and frustration level. I did a rough calculation on one shot I was working on for a long day and figured out that all of the little pauses while waiting for Rotopaint updates caused me upwards of an hour's worth of valuable time! (Plus, I was about ready to smash the keyboard by that time.) I'm hoping The Foundry also realizes this problem and is working diligently on performance improvements for Rotopaint! (8^\ Pretty please? Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665Web: http://richbobo.com/ Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but rather we have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habit. - Aristotle On Feb 17, 2012, at 2:39 PM, randy Little wrote: Thats a feature of the current paint node. :-/ On Feb 17, 2012, at 11:36 AM, tk421storm wrote: Hey all - So I've got a script, I'm doing some simple clone-based roto on a sequence, linking those brush strokes to a track. I've been getting really frustrated as when I attempt to move from one frame to the next, it's taking upwards of 30-40 sec (HD rez). All this time, there is nothing in the progress bar. Then the progress bar pops up render-paint for 10 sec more, then I get a frame result. The funny thing is, if I first set my viewport to the source footage, it takes about 5 seconds to render that. Then, if I switch to my rotopaint node (just one step down the chain), it renders INSTANTANEOUSLY. It seems to me that something funky is going on behind the scenes that's causing my nuke to completely lock up. If I force it to pull the frame first, it goes like lightning. -Mike ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] RotoPaint Speed Concerns
I've never really had problems with rotos - only paint. Never noticed any issues with layers either. Flame is raster paint isn't it? I have seen other peoples scripts slow down so maybe its down to the pre-rendering I do, and I never apply any retiming after unless its a frame hold or something similar. That is I avoid anything that requires blending paint strokes together from different frames. This sort of paint node has always been slow for me compared to raster paint solutions, but I find the advantages far out weigh the clunkiness. All that said anything to speed up paint will be welcome. Howard From: Richard Bobo richb...@mac.com To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 17 February 2012, 21:39 Subject: Re: [Nuke-users] RotoPaint Speed Concerns On Feb 17, 2012, at 3:42 PM, Howard Jones wrote: I often find you can cancel the render dialogue and then it updates anyway. So somthing fishy FWIW I had a script with about 4000 paint strokes (mostly clones) last week and had no issues. Prerenders and sensible amount of strokes and was fine (still about 500+ in each node). Howard - FWIW - A sensible number for me is *a lot*. On Flame, I have not felt the same kind of heaviness or slowness issues when dealing with many rotosplines (in Flame, they're gmasks) that have hundreds of points. So, it came as a bit of a surprise to have Nuke bog down with what would be a typical load for me in the past… ;^) Rich Howard From: Richard Bobo richb...@mac.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 17 February 2012, 19:55 Subject: Re: [Nuke-users] RotoPaint Speed Concerns Mike, As a new user of Nuke, but a long-time Flame user, I have to say that I have found, by far, the most frustration when using Rotopaint nodes! They can bog performance down quite a bit. I've learned to keep the number of paint strokes down to several hundred per node and to keep my beziers down to a low number per node as well. Also, even when I am playing back a preview render from RAM-cached frames, just having the Rotopaint nodes in the script seems to be enough to lower my playback frame rate. I've confirmed this by progressively deleting the Paint nodes or disabling them. In order to preserve realtime playback, I have resorted to adding a Write node after the Rotopaint nodes, pre-rendering, setting the Write node to Read and disabling the Paint nodes. In addition, just rearranging the layers in a Rotopaint node can often take a number of seconds. Things like creating a new folder, dragging layers into it or rearranging the order an be maddeningly slow! When you've been rotoscoping for hours, these kinds of slowdowns add up in both time and frustration level. I did a rough calculation on one shot I was working on for a long day and figured out that all of the little pauses while waiting for Rotopaint updates caused me upwards of an hour's worth of valuable time! (Plus, I was about ready to smash the keyboard by that time.) I'm hoping The Foundry also realizes this problem and is working diligently on performance improvements for Rotopaint! (8^\ Pretty please? Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665Web: http://richbobo.com/ Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but rather we have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habit. - Aristotle On Feb 17, 2012, at 2:39 PM, randy Little wrote: Thats a feature of the current paint node. :-/ On Feb 17, 2012, at 11:36 AM, tk421storm wrote: Hey all - So I've got a script, I'm doing some simple clone-based roto on a sequence, linking those brush strokes to a track. I've been getting really frustrated as when I attempt to move from one frame to the next, it's taking upwards of 30-40 sec (HD rez). All this time, there is nothing in the progress bar. Then the progress bar pops up render-paint for 10 sec more, then I get a frame result. The funny thing is, if I first set my viewport to the source footage, it takes about 5 seconds to render that. Then, if I switch to my rotopaint node (just one step down the chain), it renders INSTANTANEOUSLY. It seems to me that something funky is going on behind the scenes that's causing my nuke to completely lock up. If I force it to pull the frame first, it goes like lightning. -Mike ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http
Re: [Nuke-users] RotoPaint Speed Concerns
Thats a point - we have found that disconnecting the out of rotopaint while working also can speed it up (even when not viewing downstream) Howard From: ari Rubenstein a...@curvstudios.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 17 February 2012, 22:11 Subject: Re: [Nuke-users] RotoPaint Speed Concerns I've found that simply copy/pasting only the few relevant nodes you need to paint on into a separate Nuke session provides real time performance. When painting complete, copy back into the primary script. Not a fix, but a real time workaround, Ari Blue Sky Sent from my iPhone On Feb 17, 2012, at 5:02 PM, Randy Little randyslit...@gmail.com wrote: yeah well load up toxik and compare its roto and paint (vector paint and raster paint) to pretty much everything else else. I would say thats the current high water mark . On my last job we where using Toxik for paint and de-spill. Just keep it open behind nuke and tweak render tweak render. It was SO FAST it might as well been inline. Even found my self using the master Keyer from time to time for same reason. Just seems like Nuke is a bit of a dawg on a lot of things. It what I use mostly on jobs but I own Fusion($1000 and I wanted to help competition in my small way) and Maya (thus toxik) at home and the speed differences are starting to become pretty obvious. I am sure soon that will change though. I only say this all because I want nuke to be faster but it seems since there is liittle to really challenge Nuke that things start to stagnate because big shops just make their own tools and indie shops usually don't' have the capability. but if things keep going the way they are it will pretty much be Nuke or After effects(eww) soon. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com wrote: On Feb 17, 2012, at 4:45 PM, Randy Little wrote: Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure… ;^) Rich Randy S. Little http://www.rslittle.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] FrameCycler Pro Question...
it's bundled and is only the 32bit afaik. Howard From: Richard Bobo richb...@mac.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Saturday, 18 February 2012, 22:57 Subject: Re: [Nuke-users] FrameCycler Pro Question... Thanks, Dave, but I'm just wondering about the 64-bit version of FrameCycler at the moment. I've spent enough money for the time being… Rich On Feb 18, 2012, at 5:40 PM, Dave Goodbourn wrote: Why not try RV as an alternative? I know it's not free like the license of FrameCycler that is distributed with Nuke but it's not exactly expensive. Seeing that Adobe now own FrameCycler I'm not too sure how long a license will be included with Nuke. On 18 Feb 2012, at 22:35, Richard Bobo richb...@mac.com wrote: Hi, I'm using NukeX on Mac OS X Lion. The version of FrameCycler Pro that gets installed is a 32-bit version, which will only address 2GB of RAM caching. Can the 64-bit version be installed, instead? It would be great to be able to FlipBook more frames - I've got the RAM. Or, is this the only license available as part of the NukeX install? Thanks, Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665Web: http://richbobo.com/ A professional is someone who can do his best work when he doesn't feel like it. - Alistair Cooke ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] FrameCycler Pro Question...
Mine says 32bit mode in info and that's 6.3v5 Can that be switched (or is it referring to something else?) Howard From: Deke Kincaid dekekinc...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Sunday, 19 February 2012, 0:06 Subject: Re: [Nuke-users] FrameCycler Pro Question... what version of nuke are you using? 64bit FC has been included with nuke for quite a while now(2 years at least). -deke On Feb 18, 2012, at 14:58, Richard Bobo richb...@mac.com wrote: Thanks, Dave, but I'm just wondering about the 64-bit version of FrameCycler at the moment. I've spent enough money for the time being… Rich On Feb 18, 2012, at 5:40 PM, Dave Goodbourn wrote: Why not try RV as an alternative? I know it's not free like the license of FrameCycler that is distributed with Nuke but it's not exactly expensive. Seeing that Adobe now own FrameCycler I'm not too sure how long a license will be included with Nuke. On 18 Feb 2012, at 22:35, Richard Bobo richb...@mac.com wrote: Hi, I'm using NukeX on Mac OS X Lion. The version of FrameCycler Pro that gets installed is a 32-bit version, which will only address 2GB of RAM caching. Can the 64-bit version be installed, instead? It would be great to be able to FlipBook more frames - I've got the RAM. Or, is this the only license available as part of the NukeX install? Thanks, Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665Web: http://richbobo.com/ A professional is someone who can do his best work when he doesn't feel like it. - Alistair Cooke ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] map noise onto position pass data
http://www.nukepedia.com/gizmo-downloads/draw/p_noise3d/ Howard From: Johannes Hezer j.he...@studiorakete.de To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Monday, 20 February 2012, 16:03 Subject: [Nuke-users] map noise onto position pass data Hi everyone is there a way to map a noise onto position pass data like this, in nuke? http://www.youtube.com/watch?v=wpwcoWvE024 I guess there must be a threedimensional noise available... Cheers Johannes ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: RE: [Nuke-users] RotoPaint Speed Concerns
If you version up regularly and re-open (to check) this should be avoidable. however ,in my experience, its been a failed save on a large script rather than rotopaint per se, in otherwords camera tracking could also cause bloated scripts. So the bigger the script - the higher the chance of a corrupted save and of course rotopaint creates large scripts. Howard From: Rich Bobo richb...@mac.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 21 February 2012, 15:26 Subject: Re: RE: [Nuke-users] RotoPaint Speed Concerns John, Yikes! Have not encountered that problem - and I hope I never do! That sounds like something that would make you want to go home for the rest of the day... I've just had the sluggishness and delay problems. I guess I should consider myself fortunate! (8^\ Rich Rich Bobo Senior VFX Compositor Email: richb...@mac.com Mobile: 248.840.2665 Web: http://richbobo.com On Feb 21, 2012, at 09:53 AM, John Vanderbeck john.vanderb...@in-three.com wrote: This thread is somewhat timely as we are dealing with a related but much more serious issue here. We still haven’t been able to pin it down but we’re finding that artists with very large amounts of rotopaint strokes are at a much higher risk for having corrupted .nk files, resulting in lost work. This manifests itself generally in two ways, upon loading a corrupted script they will either get the Missing Brace Error or just a generic Unknown Error Message. In both cases, large chunks of the script are just gone, presumably corrupted upon saving. Again while we haven’t tracked it down to a specific thing, these problems are far more prevalent with the artists using thousands of strokes. John Vanderbeck Technical Artist Digital Domain Media Group NOTICE: This communication may contain privileged or other confidential information. If you have received it in error, please advise the sender by reply email and immediately delete the message and any attachments without copying or disclosing the contents. Thank you. From:nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of Richard Bobo Sent: Friday, February 17, 2012 5:53 PM To: Nuke user discussion Subject: Re: [Nuke-users] RotoPaint Speed Concerns Good tip, Ari, thanks! Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665 Web: http://richbobo.com/ The greatest achievement of the human spirit is to live up to one's opportunities, and to make the most of one's resources. - Vauvenargues On Feb 17, 2012, at 5:11 PM, ari Rubenstein wrote: I've found that simply copy/pasting only the few relevant nodes you need to paint on into a separate Nuke session provides real time performance. When painting complete, copy back into the primary script. Not a fix, but a real time workaround, Ari Blue Sky Sent from my iPhone On Feb 17, 2012, at 5:02 PM, Randy Little randyslit...@gmail.com wrote: yeah well load up toxik and compare its roto and paint (vector paint and raster paint) to pretty much everything else else. I would say thats the current high water mark . On my last job we where using Toxik for paint and de-spill. Just keep it open behind nuke and tweak render tweak render. It was SO FAST it might as well been inline. Even found my self using the master Keyer from time to time for same reason. Just seems like Nuke is a bit of a dawg on a lot of things. It what I use mostly on jobs but I own Fusion($1000 and I wanted to help competition in my small way) and Maya (thus toxik) at home and the speed differences are starting to become pretty obvious. I am sure soon that will change though. I only say this all because I want nuke to be faster but it seems since there is liittle to really challenge Nuke that things start to stagnate because big shops just make their own tools and indie shops usually don't' have the capability. but if things keep going the way they are it will pretty much be Nuke or After effects(eww) soon. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com wrote: On Feb 17, 2012, at 4:45 PM, Randy Little wrote: Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure… ;^) Rich Randy S. Little http://www.rslittle.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
Re: [Nuke-users] threads
What hardware/OS? Howard From: Neil Scholes n...@uvfilms.co.uk To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 2 March 2012, 15:21 Subject: [Nuke-users] threads Christ - setting my nuke session to use 8 - not 16 threads - really speeds things up!!! Thats ridiculous! Neil Scholes +44(0) 7977 456 197 www.uvfilms.co.uk ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Gathering roto values to drive a tracker
You can get the position of the point through the curve editor - to get the offset subtract the reference value. If you do this with 2 points then with clever maths that someone else can point you to you'd get the rotation. How you get rotation values from one point I dont know?? Howard From: Cesar Rodriguez c_rod...@hotmail.com To: nuke-users@support.thefoundry.co.uk Sent: Wednesday, 7 March 2012, 18:31 Subject: [Nuke-users] Gathering roto values to drive a tracker Hi there, Is there a way to link the translate and rotation values of a single point of a roto shape to a tracker on nuke? I want to gather the rotation and translation of 2 points of a roto shape and use that information to drive a tracker. Any help will be appreciated Cheers, César Rodríguez B. Visual Effects Artist -- Quote of the week... An elderly man was trying to find a place to sit and observe the Olympic Games, as he went to each section. All the other Greeks laughed as he tried to make his way through. Some ignored him. Upon entering the Spartan section all the Spartans stood and offered the elderly man their seats. Suddenly the entire stadium applauded. All the Greeks knew what was the right thing to do, but the Spartans were the only ones who did it. Xenophon ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: concatenation in nuke
TransformMasked doesn't concatenate Also the last node in line determines the filter type - not sure which how motion blur is determined though. The visual clue is the image is too soft ;) Howard From: mattdleonard nuke-users-re...@thefoundry.co.uk To: nuke-users@support.thefoundry.co.uk Sent: Thursday, 8 March 2012, 19:53 Subject: [Nuke-users] Re: concatenation in nuke Hiya, Transform nodes in Nuke that concatenate include: • Transform • TransformMasked • CameraShake • Reformat • CornerPin • Tracker • Stabilize • Reconcile3D • Card3D • Transform3D (hidden under Other / T) • MotionBlur2D (will receive a concatenated Transform, but doesn't pass it on) However some of the Transform nodes do not concatenate so make sure they aren’t interspersed with those nodes that do. The non-concatenating Transform nodes are: • Mirror • Position • TVIscale • GridWarp • SplineWarp • Crop • PlanarTracker (though the PlanarTracker Corner Pin exports will concatenate) Concatenation also affects the filtering hit you get when Transforming an image. The way Nuke handles this with multiple concatenated Transforms is to only apply one filter hit based on the settings of the final Transform node. The other Transform nodes’ filters are ignored. Although the Nuke documents currently state that Colour nodes concatenate (page 93, Nuke 6.3v6) they in fact don't. This is because, as already said above, Nuke is 32bit float (integer: 4,294,967,296 colours per channel = 80 octillion colours (80x10²⁸)) and doesn’t need too. Hope this helps, Matt Sphere VFX Ltd 3D . VFX . Training www.spherevfx.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Write Node output result differs from Viewport result
so basically your rotopaint is failing to render when in-line. Possibly a lack of memory, was this latest version of Nuke? Howard From: snozon nuke-users-re...@thefoundry.co.uk To: nuke-users@support.thefoundry.co.uk Sent: Wednesday, 14 March 2012, 14:13 Subject: [Nuke-users] Re: Write Node output result differs from Viewport result I kinda nailed it down to the following: i have stuff rendered by the scanline renderer. and after that i am painting on top of it via ROTO paint. that shows up in the viewport fine. but as soon as I do a flipbook or render it the roto painted stuff disappears. and that happens in different comps which are all kinda based on one comp I created in the beginning. fun stuff is - when i render out the scanline result to a jpg sequence and load it in a complete new comp and copy paste the ROTO paint into that new comp it works fine... Comp settings are all the same. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] QT file frame offset?
I've had similar as Randy says and from memory it was one of the settings for the format that would trigger this, but I cant remember which one, and no QT in front of me to check Howard From: Randy Little randyslit...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 29 March 2012, 8:03 Subject: Re: [Nuke-users] QT file frame offset? Bill some QT formats like h264 allow frame reordering in the compression. It Might be something like that. Randy S. Little http://www.rslittle.com On Wed, Mar 28, 2012 at 21:41, Frank Rueter fr...@beingfrank.info wrote: I've had stuff like that happen. Quicktime is an evil lifetime sucking thing that... never mind. Just a wild guess: is your nuke script setting set to the same frame rate as the qt? That's the only thing on the nuke side I could think of. On 3/29/12 4:12 PM, Bill Gilman wrote: Hey Nuke folks I'm testing a script in Draft (auto proxy movie making software from Thinkbox, integrated in Deadline) to make reference QT movies, and I'm getting some strange behavior in Nuke. When I view the movie in QT player, it plays as expected, frame 1-10 (ie. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10). When I pull the same thing into Nuke, the first frame seems to be doubled and then subsequent frames have a 1 frame offset, with frame 9 being the last frame (ie. 1, 1, 2, 3, 4, 5, 6, 7, 8, 9). I'm guessing that this is some sort of strangeness with the internal frame ordering inside the QT movie file but I can't be sure. Any way you could help me pinpoint this? QT file attached as .zip Thanks Bill ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] windows box seems unstable and memory hogging?! :(
send to support at the foundry (This email is doing that as you read) Support please look at below thread and send replies to peter.hart...@gmail.com etc - I'm just the messanger... Howard From: Peter Hartwig peter.hart...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 29 March 2012, 15:26 Subject: Re: [Nuke-users] windows box seems unstable and memory hogging?! :( Has anyone submitted this to the foundry... I have NOOO idea what kind of logins etc we have here at the company, i'm just the dumb user =) but i guess you need some sort of id or login to submit such a report? Peter Hartwig On Thu, Mar 29, 2012 at 4:19 PM, Diogo Girondi diogogiro...@gmail.com wrote: Same thing here regarding the cache settings but we've noticed that RAM usage peaks when you open the curve editor. And keeps peaking until Nuke crashes. Restarting Nuke temporarily fixes the issue of sluggishness though. On 29/03/2012, at 11:16, Neil Scholes n...@uvfilms.co.uk wrote: Yes ive been having similar problems although experience in the Node graph - immense slow downs which go once you restart - ti comes and goes and i haven't yet discovered the problem cause. I have aggressive caching on and off - and makes no discernible difference to solving the problem. Neil Scholes +44(0) 7977 456 197 www.uvfilms.co.uk On 29 Mar 2012, at 12:57, Peter Hartwig wrote: ah ok, 'glad' to hear it's not just us. we're on 6.3v2 here so maybe a rollback is the solution. pete On Thu, Mar 29, 2012 at 1:50 PM, Diogo Girondi diogogiro...@gmail.com wrote: We've been noticing a similar RAM eating problem when running 6.3v6 on CentOS5. As as soon as you open a curve editor with a few keyframes in it, Nuke unleashes a RAM pac-man that eats everything until it brings Nuke to the ground crashing it. I've contacted the support and they were looking into it. For now the solution here was to rollback to 6.2. diogo On Thu, Mar 29, 2012 at 4:46 AM, Peter Hartwig peter.hart...@gmail.com wrote: Hey All I have a quick question... I just got a new workstation at work, having used a macpro for ages, it was just not stable enough when doing 3d. The new machine is a windows 7, 4.2ghz i7 processor, 32gis of ram, nvidia gtx 580 graphics card and a 120gig ssd drive for cache, and of course 8gbit fibre to the san. It's REALLY fast. But it has a couple of wierd issues that i was thinking that someone on the list might have some solutions to... - It eats memory for breakfeast. Scripts that would run ok on the 16gig macpro now easily use 29-31 gigs of ram, slowing the machine to a halt. The scripts aren't that horrible so i can't imagine whats going on. - I've upgraded to the latest nvidia drivers, but i still get loads of artifacting, parts of windows freezing and such in the viewport. - It's REALLY fast, then wait... nothing happens for a few seconds, then it's really fast again. This can happen anywhere from once a minute to once an hour... I read files from the san and cache on the local ssd drive. Any takers? Pete ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Fw: [Ticket#2012032910000168] [Nuke-users] win [...]
ticket number for this then... Howard - Forwarded Message - From: The Foundry Support supp...@thefoundry.co.uk To: Howard Jones mrhowardjo...@yahoo.com Sent: Thursday, 29 March 2012, 16:40 Subject: [Ticket#201203291168] [Nuke-users] win [...] Thank you for contacting us. A new support ticket has been created with the ID given above, please do not alter this subject line when replying. To help us answer your inquiry, please provide the following information if it was not included in your original email: * NAME * COMPANY NAME * PRODUCT and VERSION (e.g. Nuke 6.3v6, Furnace 4.2v5, CameraTracker 1.0v3 ) * PLUG-IN HOST and VERSION (if applicable - e.g. After Effects CS5) * OPERATING SYSTEM (e.g. Windows 7, XP 64bit, OS X 10.6.8, Centos 5.4 64bit) If you are experiencing licensing problems then please send us a copy of your LICENSE FILE along with the output from the Foundry License Diagnostics tool (FLD). Please run the FLD on your license server and client machine if applicable. You can download the FLD from our website at the bottom of the following page: http://www.thefoundry.co.uk/support/licensing/tools/ Thank you for supplying this necessary information. Also, you can find a list of Frequently Asked Questions on our website at the following link: http://www.thefoundry.co.uk/support/faqs/ We will get back to you soon. -- The Foundry Customer Support 6th Floor, The Communications Building, 48 Leicester Square, London WC2H 7LT, UK +44 (0)20 7968 6828 618 Hampton Drive, Venice, CA, 90291, USA +1 310 399 4555 Web: www.thefoundry.co.uk Customer Support: 09:30-18:00 GMT / 08:30 - 17:00 PST The Foundry Visionmongers Ltd • Registered in England and Wales No: 4642027 You wrote: send to support at the foundry (This email is doing that as you read) Support please look at below thread and send replies to peter.hart...@gmail.com etc - I'm just the messanger... Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Ticket#2012032910000168] [Nuke-users] win [...]
That's just the ticket number for the support email. You dont have to respond at all Howard From: Jeff C dance...@shaw.ca To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 29 March 2012, 19:34 Subject: Re: [Ticket#201203291168] [Nuke-users] win [...] ticket number for this then... Howard - Sorry, are you asking me or someone else for a ticket number?,..how should i respond to this statement? thanks, Jeff On 29-Mar-12, at 9:07 AM, Howard Jones wrote: ticket number for this then... Howard - Forwarded Message - From: The Foundry Support supp...@thefoundry.co.uk To: Howard Jones mrhowardjo...@yahoo.com Sent: Thursday, 29 March 2012, 16:40 Subject: [Ticket#201203291168] [Nuke-users] win [...] Thank you for contacting us. A new support ticket has been created with the ID given above, please do not alter this subject line when replying. To help us answer your inquiry, please provide the following information if it was not included in your original email: * NAME * COMPANY NAME * PRODUCT and VERSION (e.g. Nuke 6.3v6, Furnace 4.2v5, CameraTracker 1.0v3 ) * PLUG-IN HOST and VERSION (if applicable - e.g. After Effects CS5) * OPERATING SYSTEM (e.g. Windows 7, XP 64bit, OS X 10.6.8, Centos 5.4 64bit) If you are experiencing licensing problems then please send us a copy of your LICENSE FILE along with the output from the Foundry License Diagnostics tool (FLD). Please run the FLD on your license server and client machine if applicable. You can download the FLD from our website at the bottom of the following page: http://www.thefoundry.co.uk/support/licensing/tools/ Thank you for supplying this necessary information. Also, you can find a list of Frequently Asked Questions on our website at the following link: http://www.thefoundry.co.uk/support/faqs/ We will get back to you soon. -- The Foundry Customer Support 6th Floor, The Communications Building, 48 Leicester Square, London WC2H 7LT, UK +44 (0)20 7968 6828 618 Hampton Drive, Venice, CA, 90291, USA +1 310 399 4555 Web: www.thefoundry.co.uk Customer Support: 09:30-18:00 GMT / 08:30 - 17:00 PST The Foundry Visionmongers Ltd • Registered in England and Wales No: 4642027 You wrote: send to support at the foundry (This email is doing that as you read) Support please look at below thread and send replies to peter.hart...@gmail.com etc - I'm just the messanger... Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] N hotkey
I added this to my menu.py... m=menubar.addMenu('python') m.addCommand( 'setLabel', 'nuke.load(setLabel), setLabel()', 'shift+n') Howard From: Adam Hazard ahaz...@tippett.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 29 March 2012, 20:01 Subject: Re: [Nuke-users] N hotkey I actually wanted to figure out how to do this last week. Great idea. But, sorry if this is a lame question. How exactly is this used? I downloaded the file. I was going to maybe add it to my menu.py? Or what? Do I need to assign a hotkey, or is there one? Or run it in the script editor? Still wrapping my head around this stuff. Thanks, Adam On 03/29/2012 09:27 AM, Neil Scholes wrote: I just installed 'setlabel' script on nukepedia - works a treat :) Neil Scholes +44(0) 7977 456 197 www.uvfilms.co.uk On 29 Mar 2012, at 16:14, John Mangia wrote: Is there any way to modify nuke so that the hotkey 'N' does not change the node name, but rather changes the label of the selected node? Thanks. -- John Mangia j...@johnmangia.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: nuke script error
I use clones all the time and very rarely get bitten but 1) I know how to fix the script 2) I'm aware of the bug so I am careful about how I delete clones which I think is the heart of the problem I use the 'shakeClone' with a couple of modifications less often - mainly when I want to break a link. (I renamed it 'expressionClone' here as that is almost what it is, and not everyone these days has used shake, and added labelling so you knew which is the master/clone node(s) without having the expression links on) Obviously a fix is desirable but I certainly wouldn't want to lose the current not quite perfect clone function Howard From: chris ze.m...@gmx.net To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 30 March 2012, 12:33 Subject: Re: [Nuke-users] Re: nuke script error i can see that it's very difficult to fix something if you can't track down how it happens, but... doesn't the bug render the current implementation pretty useless? i mean, is anybody still using clones in real production and risks getting bitten by this? for those who are not aware of it, a possible workaround is to use the shakestyleclone script instead.. on nukepedia: http://www.nukepedia.com/python-scripts/nodegraph/nshakeclone/ i tried to assemble all of the latest sugestions in the comments into a new version without messing things up.. still seems to work ;) http://pastebin.com/JFaVgyX8 how about adding something like this to the default install of nuke instead of the old clones? actually i even it to true clones in some ways (for example you can choose to keep certain parameters unlinked). ++ chris On 3/30/12 at 10:40 AM, pe...@thefoundry.co.uk (Peter Pearson) wrote: On 30/03/12 00:50, Frank Rueter wrote: yes, unfortunately this is very common and I stopped using clones for this very reason years ago. It's a shame it hasn't been fixed. We can't reproduce this one - we know about it, but until we can reproduce it, it's very difficult to fix. If you've got a script where it's consistent to reproduce (I'm assuming it's temperamental and random though, so probably not that easy), please send it in to support. Thanks, Peter ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] how do i get nuke to say Render Complete
I put mine in the init.py This works here nuke.knobDefault('Tracker.label','([value transform] | ref fr[value reference_frame])') so if you can get this to work you at least now that bits ok. (will put info into the label of any tracker nodes) Howard From: Khushnum kfchi...@tataelxsi.co.in To: nuke-users@support.thefoundry.co.uk Sent: Tuesday, 3 April 2012, 13:16 Subject: Re: [Nuke-users] how do i get nuke to say Render Complete hellp again i tried doing this: nuke.knobDefault('Write.afterRender','renderCompletePanel()') put this in my menu.py but nothing happens??? obviously i am doing something wrong p.s. im working on a windows platform... ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] cpp file
I can have a look for you Howard From: Ron Ganbar ron...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Wednesday, 18 April 2012, 10:49 Subject: Re: [Nuke-users] cpp file I see. Never done that before. Anybody compiled this for Mac and Nuke 6.3v7 already? Thanks R On Apr 18, 2012 10:08 AM, Peter Pearson pe...@thefoundry.co.uk wrote: On 18/04/12 06:59, Ron Ganbar wrote: Hi guys, just downloaded a file from Nukepedia (VectorTransform, cheers Johnathan) which is a .cpp file. Any idea how to install it? It's a source file for an NDK plugin - you'll need to compile it to a binary file for the platform you're on - or look for it pre-built somewhere... Peter -- Peter Pearson, Software Engineer The Foundry, 6th Floor, The Communications Building, 48 Leicester Square, London, UK, WC2H 7LT Tel: +44 (0)20 7434 0449 Web: www.thefoundry.co.uk The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] fading in particles
Hi Is there a way to fade in and out particles. At the moment they are popping on and off and I'd like a fade - I tried a ParticleCurve but that doesn't appear to work. All help appreciated Thanks Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Write node - TCL directory navigation question
[file dirname [value root.name]]/../ [file tail [value root.name]] should do it I think Howard From: Rich Bobo richb...@mac.com To: Nuke-Users Mailing List nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 April 2012, 13:57 Subject: [Nuke-users] Write node - TCL directory navigation question Hi, Does anyone know how to indicate a relative directory change in TCL? In a Write node, I'd like to designate the directory to write files to that is parallel to the one the script is in. I'm using this typical form to get the current script directory: [file dirname [file tail [value root.name]]] Then, I'd like to do the equivalent of 'cd ../different_dir'. So, I'd like to have a (hopefully short) chunk of code that would a) grab the script's current directory, b) navigate up one directory and c) indicate the parallel directory to write the files to. Should be easy - I just don't know if it's possible with TCL or if I have to combine some Python in there... Thanks for any help! Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665Web: http://richbobo.com/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Write node - TCL directory navigation question
[file dirname [value root.name]]/../ to be more precise Howard From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 April 2012, 14:11 Subject: Re: [Nuke-users] Write node - TCL directory navigation question [file dirname [value root.name]]/../ [file tail [value root.name]] should do it I think Howard From: Rich Bobo richb...@mac.com To: Nuke-Users Mailing List nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 April 2012, 13:57 Subject: [Nuke-users] Write node - TCL directory navigation question Hi, Does anyone know how to indicate a relative directory change in TCL? In a Write node, I'd like to designate the directory to write files to that is parallel to the one the script is in. I'm using this typical form to get the current script directory: [file dirname [file tail [value root.name]]] Then, I'd like to do the equivalent of 'cd ../different_dir'. So, I'd like to have a (hopefully short) chunk of code that would a) grab the script's current directory, b) navigate up one directory and c) indicate the parallel directory to write the files to. Should be easy - I just don't know if it's possible with TCL or if I have to combine some Python in there... Thanks for any help! Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665Web: http://richbobo.com/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Write node - TCL directory navigation question
You must be missing something or I'm misunderstanding what you want [file dirname [value root.name]]/../foo/bar.%04d.exr will render up one directory from the script - then into 'foo' with img seq' bar' which is what I understand you want to do at least it does here. Howard From: Rich Bobo richb...@mac.com To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 April 2012, 14:38 Subject: Re: [Nuke-users] Write node - TCL directory navigation question Howard, Hmm... That just seems to append /../ to the path and doesn't actually perform the change directory command... Unless I'm missing something. Thanks, Rich On Apr 26, 2012, at 9:14 AM, Howard Jones wrote: [file dirname [value root.name]]/../ to be more precise Howard From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 April 2012, 14:11 Subject: Re: [Nuke-users] Write node - TCL directory navigation question [file dirname [value root.name]]/../ [file tail [value root.name]] should do it I think Howard From: Rich Bobo richb...@mac.com To: Nuke-Users Mailing List nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 April 2012, 13:57 Subject: [Nuke-users] Write node - TCL directory navigation question Hi, Does anyone know how to indicate a relative directory change in TCL? In a Write node, I'd like to designate the directory to write files to that is parallel to the one the script is in. I'm using this typical form to get the current script directory: [file dirname [file tail [value root.name]]] Then, I'd like to do the equivalent of 'cd ../different_dir'. So, I'd like to have a (hopefully short) chunk of code that would a) grab the script's current directory, b) navigate up one directory and c) indicate the parallel directory to write the files to. Should be easy - I just don't know if it's possible with TCL or if I have to combine some Python in there... Thanks for any help! Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665Web: http://richbobo.com/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Write node - TCL directory navigation question
Yes - I've used that as well, the only problem is it becomes less clear when you need to go up several directories for example, which is why I use this method (for proxy generation in this case). But as you say it will not evaluate in the file path (though does show you correctly in the browser section). Howard From: Rich Bobo richb...@mac.com To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 April 2012, 20:28 Subject: Re: [Nuke-users] Write node - TCL directory navigation question Howard, Thanks. Maybe it does render to the correct place when actually processing a render. I was only looking at what it evaluated to and it was just showing me the /../ in the path and not the actual evaluated path - where it was going to go. Nathan's suggestion of adding another enclosing dirname did the trick for what I needed: [file dirname [file dirname [value root.name]]] Thanks for the help! Rich On Apr 26, 2012, at 1:13 PM, Howard Jones wrote: You must be missing something or I'm misunderstanding what you want [file dirname [value root.name]]/../foo/bar.%04d.exr will render up one directory from the script - then into 'foo' with img seq' bar' which is what I understand you want to do at least it does here. Howard From: Rich Bobo richb...@mac.com To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 April 2012, 14:38 Subject: Re: [Nuke-users] Write node - TCL directory navigation question Howard, Hmm... That just seems to append /../ to the path and doesn't actually perform the change directory command... Unless I'm missing something. Thanks, Rich On Apr 26, 2012, at 9:14 AM, Howard Jones wrote: [file dirname [value root.name]]/../ to be more precise Howard From: Howard Jones mrhowardjo...@yahoo.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 April 2012, 14:11 Subject: Re: [Nuke-users] Write node - TCL directory navigation question [file dirname [value root.name]]/../ [file tail [value root.name]] should do it I think Howard From: Rich Bobo richb...@mac.com To: Nuke-Users Mailing List nuke-users@support.thefoundry.co.uk Sent: Thursday, 26 April 2012, 13:57 Subject: [Nuke-users] Write node - TCL directory navigation question Hi, Does anyone know how to indicate a relative directory change in TCL? In a Write node, I'd like to designate the directory to write files to that is parallel to the one the script is in. I'm using this typical form to get the current script directory: [file dirname [file tail [value root.name]]] Then, I'd like to do the equivalent of 'cd ../different_dir'. So, I'd like to have a (hopefully short) chunk of code that would a) grab the script's current directory, b) navigate up one directory and c) indicate the parallel directory to write the files to. Should be easy - I just don't know if it's possible with TCL or if I have to combine some Python in there... Thanks for any help! Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665Web: http://richbobo.com/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: Re: [Nuke-users] Analyze Brightness in a Region of Pixels to drive Grade Node
Similar topic... FWIW You can also use a similar technique to remove camera dirt etc, which is behind the sensorClean tool (after a similar discussion a few years ago) http://www.nukepedia.com/gizmos/gizmo-downloads/filter/sensorclean/ In this case you have a dirty held frame, a cleaned version of the same held frame and the image to clean. It divides the dirty and clean reference frames which is the case of sensor dirt, gives a white frame with a superbright spot where the dirt was. the result is then multiplied on the image to clean, and removes the dirt spots, depending on how well you painted the clean reference. Not for all shots but works on most (90% I'd say). Howard From: Fredrik Pihl fre...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Sunday, 13 May 2012, 22:37 Subject: Re: Re: [Nuke-users] Analyze Brightness in a Region of Pixels to drive Grade Node lovely tip by mr Rowell :) On Sun, May 13, 2012 at 9:57 PM, Paul Schoen dottore.pa...@gmail.com wrote: Hey, thanks for the useful input using the curve tool as well as the blurring the rectangle-trick. I messed around with the curve tool with something like this CurveTool1.intensitydata.r/CurveTool1.intensitydata.r(start_frame)(in my case 1) and put in the gain of the grade node. But because the shadows are wandering and do not darken the picture uniformally, I had no luck with that. So I tried the tip by James Rowell which works absolutely magnificent because you can adjust the crop according to the area to be covered and minor local changes are reflected as well depending on the strength of the blur applied to the crop. You can even mix different area with aligning several crops together I found out. Of course it still needed fine tuning because shadows do not only darken certain areas but also make them more blue (=cooler)... Thanks a lot! Paul, Vienna 2012/5/12 Eetu Martola e...@undo.fi From : James Rowell Subject : Re: [Nuke-users] Analyze Brightness in a Region of Pixels to drive Grade Node Hi Paul, There may be a tool that already does what I'm about to describe, but I've done something like what (I think) you want in the past by cropping to the small area that you want to analyse then put a sufficient blur on that small area to smooth it all out, then reformat the small crop up to a full size image. Then, take a frameHold on that image on some reference frame, then divide the one by the other and you now have a full frame image that you can use to multiply against anything else to CC it in a way that will mimic the frame by frame difference of your little sampled area over the course of the shot, so you can (for example) reproduce flickering, or even remove flickering if you flip the order of the inputs on the divide. Anyway, this may give you other ideas too. Regards, James Rowell From: Paul Schoen dottore.pa...@gmail.com To: Nuke-users@support.thefoundry.co.uk Sent: Saturday, May 12, 2012 5:26 AM Subject: [Nuke-users] Analyze Brightness in a Region of Pixels to drive Grade Node Hello, this is my first post to the mailing list, so I hopefully get everything right in explaining my particular problem: I have a composite of a Background in which feet are moving over a pavement. As they move they make shadows on the pavement. The foreground is moving spider that was filmed on the same pavement later on. Now I want the brightness of my foreground to change exactly like the shadows of the moving feet change the brightness of the pavement in the background. Long time ago, there was a node in Shake called AnalysePixel or something like that which could read out a certain area of pixel over the whole length of a shot. With this data one could drive the ColorCorrect-node to automatically change the the brightness or any other value. I used it once to match a non-flickering shot to a flickering one (NOT FLICKER REMOVAL!!!). I found nothing similar in Nuke except the Spotmeter-function in the Viewer. But I found no hint to read its values and use it in an expression. I need something to constantly analyze the brightness over a given range of frames in a certain region of pixels and to drive a Grade or ColorCorrect-Node with this values via an expression. Does anyone have any hints on this? I'm using Nuke 6.2v1. For convenience I uploaded the comp layout: http://dl.dropbox.com/u/1891745/dpadb_022_lay_v01.mov Thanks, Paul Schoen, Vienna ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
Re: [Nuke-users] 3D Matte Painting - Geometry Creation (inside/outsideNuke?)
Here#39;s one we made earlier. Geometry modelled outside nuke. Matte paintings matched to geo. reprojected and atmospherics added etc, all completed in nuke. http://whitebeamvfx.com/wp-content/uploads/2012/04/London.0080.jpg Howard___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: 3D Matte Painting - Geometry Creation (inside/outsideNuke?)
Hi In this case, the concept was designed through several iterations by dmp. Once director approved, then geometry was created based on the dmp. The dmp was then retouched to match the new geometry. Projection was sorted by the TD so I can#39;t say how complex that part was but only that he got it right from a few cameras. All fg buildings and going back 4-5 rows are all individually projected and then cards used for the more distant elements. All in nuke. Rendered with 2 cameras through scan line renderers for stereo. Then position and normals used to create extra lighting passes to relight further the result and depth used for fogging. In addition some cg elements added in fg and cards placed by hand in nuke to add smoke to 200 chimneys, using the black matte material( name?) to hold out the smoke from the geo. ie put it between the buildings. Few birds thrown in for good measure. Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] Clone wars
Hi FWIW I've found a way that seems to create corrupted clones, at least a single node clone. Ctrl k and paste a few clones, delete all but 2, copy one of them, delete them then paste. Sometimes this gives me a single clone. Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] anaglyph recipe?
You can't copy and paste a gizmo into Nuke, in case that is what you were doing? In which case - do as Diogo suggests. Nice bag Diogo? Howard From: Diogo Girondi diogogiro...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Saturday, 19 May 2012, 0:52 Subject: Re: [Nuke-users] anaglyph recipe? That's odd. Try opening it with a text editor and replacing the Gizmo { for Group {, copy and paste it to Nuke. But the copy to Group should be working. On Fri, May 18, 2012 at 7:46 PM, Bill Gilman bi...@prologue.com wrote: Hello all Two things: - Looking for a Nuke script with a node based recipe for creating anaglyph images, in order to reverse engineer the process for a Draft script. Anyone got one? - Downloaded both Diogo's dAnaglyph and Satheesh's nAnaglyph from Nukepedia and tried to copy to group to open them up and both gave me this error: Constructor for Gizmo failed. Anyone know what that is? Any help much appreciated, Bill ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Alignment Layout A over B in Nuke
Hi Ok thought someone had said there was. I doubt though it would sort out those rat nests. Compositors that don#39;t tidy their scripts, still won#39;t tidy I#39;m sure ;) H___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users