Re: [Nuke-users] Reverse animation curves

2011-03-03 Thread Howard Jones
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
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# 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
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Re: [Nuke-users] scaling artifacts

2011-03-08 Thread Howard Jones
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
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Re: [Nuke-users] Cancel Nuke processing with keyboard?

2011-03-08 Thread Howard Jones
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
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Re: [Nuke-users] Roto Shapes

2011-03-10 Thread Howard Jones
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
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[Nuke-users] Roto - Copy values over animation

2011-03-11 Thread Howard Jones
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

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Re: [Nuke-users] opposite of $gui

2011-03-11 Thread Howard Jones
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



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Re: [Nuke-users] Roto - Copy values over animation

2011-03-11 Thread Howard Jones
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
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Re: [Nuke-users] Roto - Copy values over animation

2011-03-11 Thread Howard Jones
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
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Re: [Nuke-users] Extract CMY Color id

2011-03-24 Thread Howard Jones
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
 
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 --
 Julien Chandelle
 GSM : +32 (0) 494 277 542
 julienchandelle.be
 || Nuke , AE  Fusion Compositor ||


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 Luddnel Spider Magne | Director - Lead Motion Compositor
 555Lab – Alchemy between you and us
 24 rue du Pré St-Gervais 93500 Pantin
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Re: [Nuke-users] Extract CMY Color id

2011-03-25 Thread Howard Jones
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

2011-03-25 Thread Howard Jones
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

2011-03-26 Thread Howard Jones
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!
 
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[Nuke-users] anyone seen this?

2011-04-04 Thread Howard Jones
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
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Re: [Nuke-users] Dope Sheet Keyframe

2011-05-18 Thread Howard Jones
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
 
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 --
 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

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-- 
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

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-- 
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
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Re: [Nuke-users] Focal length animated cam - Tracking

2011-05-27 Thread Howard Jones
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

-- 

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Re: Re: [Nuke-users] Feature requests...

2011-06-15 Thread Howard Jones
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
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Re: Re: [Nuke-users] Feature requests...

2011-06-15 Thread Howard Jones
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
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Re: [Nuke-users] Feature requests...

2011-06-15 Thread Howard Jones
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...

2011-06-15 Thread Howard Jones
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

2011-06-18 Thread Howard Jones
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

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Re: [Nuke-users] linear to AlexaV3LogC math

2011-06-23 Thread Howard Jones
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!




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Re: Re: [Nuke-users] Feature requests...

2011-07-16 Thread Howard Jones
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

2011-07-19 Thread Howard Jones
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
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Re: [Nuke-users]toggle hide output

2011-08-10 Thread Howard Jones
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.
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[Nuke-users] Zeroing a camera position

2011-08-11 Thread Howard Jones
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
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Re: [Nuke-users] Zeroing a camera position

2011-08-11 Thread Howard Jones
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

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Re: [Nuke-users] Zeroing a camera position

2011-08-11 Thread Howard Jones
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

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Re: [Nuke-users] Nuke and Quicktime

2011-08-16 Thread Howard Jones
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



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Re: [Nuke-users] Re: Disappearing nodes on script re-open

2011-08-21 Thread Howard Jones
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





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Re: [Nuke-users] PRman and/or Atomkraft...

2011-09-09 Thread Howard Jones
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
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Re: [Nuke-users] Feature requests...

2011-09-09 Thread Howard Jones
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...

2011-09-09 Thread Howard Jones
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

2011-09-16 Thread Howard Jones
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 

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Re: [Nuke-users] Keying Issues with Alexa

2011-09-26 Thread Howard Jones
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!


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-- 
Nick Guth
motion . composite . design
www.nickguth.com

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Re: [Nuke-users] Convolve crashing in 6.3v3

2011-09-26 Thread Howard Jones
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
 
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 -- 
 ben dickson
 2D TD | ben.dick...@rsp.com.au
 rising sun pictures | www.rsp.com.au
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Re: [Nuke-users] Keying Issues with Alexa

2011-09-26 Thread Howard Jones
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!


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-- 
Nick Guth
motion . composite . design
www.nickguth.com

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Re: [Nuke-users] Transparancy grid

2011-10-05 Thread Howard Jones
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

2011-10-06 Thread Howard Jones
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



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Re: [Nuke-users] No feather points in 6.3 curve editor?

2011-10-06 Thread Howard Jones
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
 
 
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-- 

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
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Re: [Nuke-users] Float License Directory

2011-10-12 Thread Howard Jones
 /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
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Re: [Nuke-users] Diogo's splitLayers.py script

2011-10-17 Thread Howard Jones
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
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Re: [Nuke-users] Diogo's splitLayers.py script

2011-10-18 Thread Howard Jones
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
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Re: [Nuke-users] Autoload both eyes from stereo file sequences?

2011-10-24 Thread Howard Jones
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 ?
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Re: [Nuke-users] OFlow: Source Frame at the current Frame using Speed?

2011-10-25 Thread Howard Jones
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 
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Re: [Nuke-users] OFlow: Source Frame at the current Frame using Speed?

2011-10-25 Thread Howard Jones
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 
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Re: [Nuke-users] OT: does anyone have experience with RedCine X Pro?

2011-10-27 Thread Howard Jones
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
 
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Fw: [Nuke-users] Script Errors

2011-11-01 Thread Howard Jones


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


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Re: [Nuke-users] copy/paste keys

2011-11-12 Thread Howard Jones
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. 

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[Nuke-users] Re: [Nuke-python] copy and link to selected node

2011-11-12 Thread Howard Jones
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
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Re: [Nuke-users] ??? redguard1.glow ???

2011-11-19 Thread Howard Jones
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
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Re: [Nuke-users] ??? redguard1.glow ???

2011-11-19 Thread Howard Jones
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
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Re: [Nuke-users] Same operation on multiple inputs

2011-11-22 Thread Howard Jones
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
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 -- 
 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
 
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Re: [Nuke-users] ??? redguard1.glow ???

2011-11-22 Thread Howard Jones
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}
 
 
 
 
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Re: [Nuke-users] ??? redguard1.glow ???

2011-11-25 Thread Howard Jones
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
 
 
 
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Re: [Nuke-users] Germany doesn't like your plugin

2011-11-27 Thread Howard Jones
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/

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Re: [Nuke-users] Consolidate/use more then one tracker node to drive one cornerpin

2011-12-12 Thread Howard Jones
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

2011-12-12 Thread Howard Jones
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
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cg artist | compositor | cto

MEKANIKEN POST PRODUCTION
www.mekaniken.se
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colin alway

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Re: [Nuke-users] Redcine-X VS Nuke

2011-12-20 Thread Howard Jones
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

2011-12-22 Thread Howard Jones
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
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Re: [Nuke-users] New Nuke training Wiki

2011-12-23 Thread Howard Jones
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
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Re: [Nuke-users] Re: Huge render issues in Nuke

2011-12-30 Thread Howard Jones
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?

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Re: [Nuke-users] Re: Huge render issues in Nuke

2012-01-03 Thread Howard Jones
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.
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Re: [Nuke-users] Re: Cycle a value using python?

2012-01-18 Thread Howard Jones
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
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Re: [Nuke-users] oflow and kronos weirdness

2012-01-23 Thread Howard Jones
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



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Re: [Nuke-users] oflow and kronos weirdness

2012-01-23 Thread Howard Jones
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



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Re: [Nuke-users] RotoPaint - time offset foreground source

2012-01-26 Thread Howard Jones
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
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Re: [Nuke-users] Re: RotoPaint - time offset foreground source

2012-01-26 Thread Howard Jones
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.
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Re: [Nuke-users] Locking a viewer

2012-02-09 Thread Howard Jones
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


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Re: [Nuke-users] Re: DiskCache node

2012-02-11 Thread Howard Jones
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
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Re: [Nuke-users] node lock?

2012-02-13 Thread Howard Jones
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.


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Re: [Nuke-users] RotoPaint Speed Concerns

2012-02-17 Thread Howard Jones
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

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Re: [Nuke-users] RotoPaint Speed Concerns

2012-02-17 Thread Howard Jones
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/

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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

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Re: [Nuke-users] RotoPaint Speed Concerns

2012-02-17 Thread Howard Jones
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
 
 
 
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Re: [Nuke-users] FrameCycler Pro Question...

2012-02-18 Thread Howard Jones
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









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Re: [Nuke-users] FrameCycler Pro Question...

2012-02-18 Thread Howard Jones
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









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Re: [Nuke-users] map noise onto position pass data

2012-02-20 Thread Howard Jones
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


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Re: RE: [Nuke-users] RotoPaint Speed Concerns

2012-02-21 Thread Howard Jones
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
 
 
 
 
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Re: [Nuke-users] threads

2012-03-02 Thread Howard Jones
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






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Re: [Nuke-users] Gathering roto values to drive a tracker

2012-03-07 Thread Howard Jones
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 



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Re: [Nuke-users] Re: concatenation in nuke

2012-03-08 Thread Howard Jones
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
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Re: [Nuke-users] Re: Write Node output result differs from Viewport result

2012-03-14 Thread Howard Jones
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.
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Re: [Nuke-users] QT file frame offset?

2012-03-29 Thread Howard Jones
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



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Re: [Nuke-users] windows box seems unstable and memory hogging?! :(

2012-03-29 Thread Howard Jones
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
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Fw: [Ticket#2012032910000168] [Nuke-users] win [...]

2012-03-29 Thread Howard Jones
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
 
 
 
 



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Re: [Ticket#2012032910000168] [Nuke-users] win [...]

2012-03-29 Thread Howard Jones
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
 
 
 
 



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Re: [Nuke-users] N hotkey

2012-03-29 Thread Howard Jones
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
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Re: [Nuke-users] Re: nuke script error

2012-03-30 Thread Howard Jones
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

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Re: [Nuke-users] how do i get nuke to say Render Complete

2012-04-03 Thread Howard Jones
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...
 
 

 
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Re: [Nuke-users] cpp file

2012-04-18 Thread Howard Jones
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
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[Nuke-users] fading in particles

2012-04-25 Thread Howard Jones
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
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Re: [Nuke-users] Write node - TCL directory navigation question

2012-04-26 Thread Howard Jones
[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/ 

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Re: [Nuke-users] Write node - TCL directory navigation question

2012-04-26 Thread Howard Jones
[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/ 

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Re: [Nuke-users] Write node - TCL directory navigation question

2012-04-26 Thread Howard Jones
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/ 

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Re: [Nuke-users] Write node - TCL directory navigation question

2012-04-26 Thread Howard Jones
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/ 

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Re: Re: [Nuke-users] Analyze Brightness in a Region of Pixels to drive Grade Node

2012-05-13 Thread Howard Jones
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

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Re: [Nuke-users] 3D Matte Painting - Geometry Creation (inside/outsideNuke?)

2012-05-15 Thread Howard Jones
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

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Re: [Nuke-users] Re: 3D Matte Painting - Geometry Creation (inside/outsideNuke?)

2012-05-15 Thread Howard Jones
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
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[Nuke-users] Clone wars

2012-05-17 Thread Howard Jones
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
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Re: [Nuke-users] anaglyph recipe?

2012-05-18 Thread Howard Jones
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



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Re: [Nuke-users] Alignment Layout A over B in Nuke

2012-05-24 Thread Howard Jones
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 ;)

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