Re: [Nuke-users] looking for (flipBook) type software with SDI support Mac

2017-01-18 Thread Matan Arbel
Hey.
I know switch pro gives external previewing. Not sure if it's sdi or not.

http://www.telestream.net/switch/overview.htm
On Tue, Jan 17, 2017 at 07:22 Matt Griffith 
wrote:

> It's been ages since I've used it, so my memory may be failing me, but
> doesn't the software that comes with Blackmagic cards (Media Express?) let
> you load up dpx sequences and play it back over SDI in a simple fashion?
>
>
> On 01/16/2017 09:18 PM, Deke Kincaid wrote:
>
> scratch play does not but full scratch does.  Also I forgot about Smoke
> for Mac supports SDI.
>
> On Mon, Jan 16, 2017 at 9:02 PM, adam jones  wrote:
>
> does scratch Play support SDI outPut?
>
>
>
> On 17 Jan 2017, at 3:57 PM, Deke Kincaid  wrote:
>
> Scratch would be the only other option.
>
> On Mon, Jan 16, 2017 at 8:18 PM, adam jones  wrote:
>
> Hey all
>
> A mate of mine has presented me with a problem I did think would be so
> hard to solve.
>
> So looking for flipBook style software that supports SDI output.
>
> Nuke Viewer Cache :: yes, but frame rate inconstant
>
> Nukes new flip book :: NO!
>
> Hero player :: no, full version of heiro :: yes
>
> RV :: yes if you spend $5000
>
> pdPlayer macOSX / Linux beta :: no, windows :: yes
>
> DJV :: no (as far as we can tell
>
> Nuke Studio :: yes, but becoming buggier with every version and way way
> over priced
>
> We have landed currently on the FREE version of resolve but it is a fully
> fledged app and a little resource / time sapping to use it in this way,
> works great for conforming though, not buggie and it can be FREE
>
> So if any one has a solution for this on mac OSX any thoughts would be
> appreciated
>
> regards
> -adam___
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Re: [Nuke-users] NVIDIA card for OSX

2016-09-27 Thread Matan Arbel
Why the quadro?
U can put a pc nvidia like the gtx980 and get nice results and it won't
cost u so much.
P.s
U will loss the boot screen ;) but who needs it ;)
On Tue, Sep 27, 2016 at 08:13 Daniel Short  wrote:

> Is anyone having good results running Nuke on OSX with an NVIDIA card?
> I've got a NVIDIA GeForce GTX 780 and I'm thinking of moving to a NVIDIA
> Quatro 4000K in the hopes to get less lag in my viewport when zooming and
> painting.
>
> Is anyone having good results with something like that?
>
> --
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> www.danisnotshort.com 
> 215.859.3220
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Re: [Nuke-users] Windows 10 / ProRes files viewer

2016-09-21 Thread Matan Arbel
We have Switch player at work.
its pretty nice. but in order to be able to play all formats such as avid
dnx you'll have to pay for it.

and it doesn't play cineform codec at all :[



On Wed, Sep 21, 2016 at 5:46 PM Marrocco, Sam <
smarro...@ringsidecreative.com> wrote:

>
>
> On 9/21/2016 10:37 AM, Sven Schönmann wrote:
> > Hi Sam,
> >
> > great...thanks! I will definitely have a look into it. Sounds really
> good.
> >
> > And +1 for "tired of VLC"...
> >
>
> I agree.
> I'd like to see MPV (and other players) adopt some audio caching so that
> they could jog backwards and play back audio while jogging. We been
> embedding MPV into an in-house player with very good results and I'm
> considering making a version that we can give to clients to avoid the
> dreaded "why doesn't it look the same on my laptop in quicktime player?"
>
> If I had a nickel for every time I've heard that..
>
>
>
>
> sam marrocco | chief technical officer
> ringside.cutters.flavor.picnic.moonlink
>
> 248 548 2500 w
> 248 910 3344 c
>
> ringsidecreative.com
>
> 
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[Nuke-users] Hiero Prores exports on PC

2016-08-28 Thread Matan Arbel
Hey all,

couldn't find out if its possible to export Proress files with hiero on a
Windows machine.
does anyone have any experience with it ?

Thanks and a booming day to all :]
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Re: [Nuke-users] nuBridge teaaser has been released - Nukepedia inside of Nuke

2016-05-11 Thread Matan Arbel
Bom!
its amazing!
great job man.

On Wed, May 11, 2016 at 10:47 AM Ron Ganbar  wrote:

> Well done Frank!
>
>
>
> 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 Wed, May 11, 2016 at 7:24 AM, Jason Huang 
> wrote:
>
>> Awesome, Frank! Thanks!
>>
>> On Tue, May 10, 2016 at 5:03 PM, Frank Rueter|OHUfx 
>> wrote:
>>
>>> Hopefully not too long now until we don't need a browser anymore to
>>> download goodies from Nukepedia:
>>> https://vimeo.com/165747936
>>>
>>> --
>>> ohufxLogo 50x50   *vfx compositing
>>>  | *workflow customisation
>>> and consulting * *
>>>
>>> ___
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>>
>>
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Re: [Nuke-users] Isometric

2015-01-22 Thread Matan Arbel
i think it just flatten the render so u wont get any camera distortion
(lens and so on)
when ur talking about isometric u mean like in computer games ? the old
ones right ?

On Thu, Jan 22, 2015 at 10:08 AM, Ron Ganbar ron...@gmail.com wrote:

 In the Camera's Projection tab there's a projection dropdown, with one of
 the options being Orthographic.
 Does that have anything to do with Isometric? I couldn't get it to produce
 anything agreeable, so I'm not sure what it does.

 Thanks
 R



 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 Tue, Jan 20, 2015 at 5:41 PM, Ron Ganbar ron...@gmail.com wrote:

 Thanks Ryan.



 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 Tue, Jan 20, 2015 at 4:22 PM, Ryan O'Phelan designer...@gmail.com
 wrote:

 I usually just use something like a 2000mm lens, and it looks very very
 close.

 R
 On Jan 20, 2015 8:34 AM, Ron Ganbar ron...@gmail.com wrote:

 Hi all,
 is it possible to render an isometric scene with Nuke's Camera /
 ScanlineRenderer?

 Thanks,
 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] New Mac GPU support

2014-04-29 Thread Matan Arbel
and here :]


On Mon, Apr 28, 2014 at 8:39 PM, Simon Blackledge 
simon.blackle...@spacedigital.co.uk wrote:

 And here…. :)

 s

 On 28 Apr 2014, at 18:04, Doug Wilkinson d...@buck.tv wrote:

 we are interested in hearing about support for the firepro cards on the pc
 as well...




 On Mon, Apr 28, 2014 at 9:50 AM, Howard Jones mrhowardjo...@yahoo.comwrote:

 Hi
 I have my new coffee tin mac up and running - hooray :)
 but there is no gpu support in Nuke - harooo :(

 I was aware of this but does anyone here know if this is to be supported
 or can be supported somehow?

 AMD FirePro

 Cheers
 H

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Re: [Nuke-users] Removing light flicker

2014-04-27 Thread Matan Arbel
Hey.

If I'm not mistaken there's a plugin that comes with the furnace suite.
Deflicker.

Give it a try.

On Sunday, April 27, 2014, David Yu dave...@gmail.com wrote:

 Great tip Frank! Thanks


 On Sun, Apr 27, 2014 at 10:51 AM, Randy Little randyslit...@gmail.comwrote:

 I always forget that one.  You (some one Ivan maybe)have said that
 before.  Makes the most since too.
 On Apr 26, 2014 7:53 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  I often find that the easiest deflicker setup works best and fastest for
 global flicker:
 use a frame hold to and divide a blurred version of it by the moving
 footage that is blurred by the same amount. Than multiply the result back
 onto the original footage:

 Group {
  inputs 0
  name Group1
  label flickering footage
  selected true
  xpos -329
  ypos -406
 }
  CheckerBoard2 {
   inputs 0
   name CheckerBoard1
   xpos -166
   ypos -317
  }
  Transform {
   rotate {{frame*10}}
   scale 1.8
   center {1024 778}
   name Transform1
   xpos -166
   ypos -245
  }
  Multiply {
   value {{random(frame)}}
   name Multiply1
   xpos -166
   ypos -219
  }
  Shuffle {
   alpha white
   name Shuffle1
   xpos -166
   ypos -181
  }
  Output {
   name Output1
   xpos -166
   ypos -81
  }
 end_group
 Dot {
  name Dot2
  selected true
  xpos -295
  ypos -304
 }
 set N6b18140 [stack 0]
 Dot {
  name Dot3
  selected true
  xpos -65
  ypos -304
 }
 Blur {
  size 2000
  name Blur1
  label adjust to balance deflicker and ghosting
  selected true
  xpos -99
  ypos -275
 }
 set N6bf6420 [stack 0]
 Dot {
  name Dot1
  selected true
  xpos 80
  ypos -259
 }
 FrameHold {
  first_frame 1
  name FrameHold1
  label frame at which to retain luminance
  selected true
  xpos 46
  ypos -223
 }
 Dot {
  name Dot4
  selected true
  xpos 80
  ypos -173
 }
 push $N6bf6420
 Merge2 {
  inputs 2
  operation divide
  name Merge1
  selected true
  xpos -99
  ypos -177
 }
 push $N6b18140
 Merge2 {
  inputs 2
  operation multiply
  name Merge2
  selected true
  xpos -329
  ypos -177
 }



 On 27/04/14 08:42, Magno Borgo wrote:

 Hi! Looking for tips and tricks on removing light flicker from stop
 motion/timelapse animation in post, any leads?
 Nuke preferably, but also open to plugins and other options.

 Thanks in advance.



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[Nuke-users] Re: Hiero and sony f55 mxf

2014-02-18 Thread Matan Arbel
Dame ;(
Does anybody have any workflow suggestion for dealing with this AXS-R5 raw
MXF. Conversation and how to deal with the LUT for them ?

On Tuesday, February 18, 2014, Deke Kincaid d...@thefoundry.co.uk wrote:

 If you mean AXS-R5 raw MXF files, then unfortunately no, we do not support
 MXF file formats in any of our products.

 --
 Deke Kincaid
 Creative Specialist
 The Foundry
 Skype: dekekincaid
 Tel: (310) 399 4555 - Mobile: (310) 883 4313
 Web: www.thefoundry.co.uk
 Email: 
 d...@thefoundry.co.ukjavascript:_e(%7B%7D,'cvml','d...@thefoundry.co.uk');



 On Mon, Feb 17, 2014 at 6:58 AM, Matan Arbel 
 matanar...@gmail.comjavascript:_e(%7B%7D,'cvml','matanar...@gmail.com');
  wrote:

 Hey guys.
 Does anyone know if I can use hiero to conform f55 raw files?


 --
 Sent from Gmail Mobile

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[Nuke-users] Re: Hiero and sony f55 mxf

2014-02-18 Thread Matan Arbel
Resolve lite will only export to 1080p ;(

I did it with that raw viewer. Which is the ugliest beast I have ever seen
;) and it can't import aaf.

Oh well. If someone has a better tool please let me know for next time ;)

On Tuesday, February 18, 2014, Simon Blackledge 
simon.blackle...@spacedigital.co.uk wrote:

 Resolve lite?

 Add all clips to media pool

 Goto edit. Add new timeline / un tick empty timeline . Switch from clip to
 track mode.

 Add a serial node  right click node add 3d lut  /VFX/sloglinear

 Delivery page  render as separate clips with use filename on. Render as
 exr

 Or do a slog to cineon and render to dpx

 S


 Sent from my iPhone

 On 18 Feb 2014, at 11:30, Matan Arbel 
 matanar...@gmail.comjavascript:_e(%7B%7D,'cvml','matanar...@gmail.com');
 wrote:

 Dame ;(
 Does anybody have any workflow suggestion for dealing with this AXS-R5
 raw MXF. Conversation and how to deal with the LUT for them ?

 On Tuesday, February 18, 2014, Deke Kincaid 
 d...@thefoundry.co.ukjavascript:_e(%7B%7D,'cvml','d...@thefoundry.co.uk');
 wrote:

 If you mean AXS-R5 raw MXF files, then unfortunately no, we do not
 support MXF file formats in any of our products.

 --
 Deke Kincaid
 Creative Specialist
 The Foundry
 Skype: dekekincaid
 Tel: (310) 399 4555 - Mobile: (310) 883 4313
 Web: www.thefoundry.co.uk
 Email: d...@thefoundry.co.uk


 On Mon, Feb 17, 2014 at 6:58 AM, Matan Arbel matanar...@gmail.comwrote:

 Hey guys.
 Does anyone know if I can use hiero to conform f55 raw files?


 --
 Sent from Gmail Mobile

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Re: [Nuke-users] Hiero and sony f55 mxf

2014-02-18 Thread Matan Arbel
Hey all.

we have resolve lite 10. we usually use it but its still limited on export
for up to 1080P ( as far as i tried)

raw viewer only supports EDL which is a problem for me since i have an aff
file from avid.
EDL is a bit limited as far as i know and the project i'm working on has
tons of cuts and time remaps.

wish i had full resolve :]

if nuke or hiero could have read this dame mfx files it would be great :]


On Tue, Feb 18, 2014 at 11:11 PM, Frank Rueter fr...@beingfrank.infowrote:

  I don't. I am just planning to use it as a frontend to import an edl
 which points to mxf files and use a custom exporter to launch RawExporter,
 feeding it the info from Hiero. I'm not finished yet and am still waiting
 for the actual edl, so am not 100% sure if this is going to work.
 If not, I will probably get the editor to give me an offline edl which
 points to quicktimes that I can use to find the source mxf files to feed
 into RawExporter (either via file name or meta data).

 I'm sure tit will be a bit experimental all the way through, but mxf is so
 common now, it's a real shame Hiero doesn't deal with it.



 On 2/19/14, 9:11 AM, Deke Kincaid wrote:

 Frank: how are you getting Hiero to read the mxf files in the first place?


  I do know there are mxf quicktime components which might work in Hiero
 (haven't tried them yet).

  --
  Deke Kincaid
 Creative Specialist
 The Foundry
 Skype: dekekincaid
 Tel: (310) 399 4555 - Mobile: (310) 883 4313
 Web: www.thefoundry.co.uk
  Email: d...@thefoundry.co.uk


 On Tue, Feb 18, 2014 at 11:59 AM, Frank Rueter fr...@beingfrank.infowrote:

  Will Sony's RawViewer/RawExporter work? I'm just writing a Hiero
 exporter that utilises Sony's RawExporter so I can transcodeF65 footage
 using Hiero (though the RawViewer does support edl import as well).
 http://www.sonycreativesoftware.com/rawviewer





 On 2/18/14, 3:58 AM, Matan Arbel wrote:

  Hey guys.
 Does anyone know if I can use hiero to conform f55 raw files?


 --
 Sent from Gmail Mobile


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[Nuke-users] Hiero and sony f55 mxf

2014-02-17 Thread Matan Arbel
Hey guys.
Does anyone know if I can use hiero to conform f55 raw files?


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[Nuke-users] Hey all, I've been looking for a script like MoCon V3.7.6 for cinema 4d :]

2013-06-05 Thread Matan Arbel
Hey all,

I've been looking for a script like *MoCon V3.7.6
*that can export camera, and transform geo nodes into nuke.

but for cinema 4d :]

if anyone heard about something along this lines ?

thanks :]

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[Nuke-users] Re: Hey all, I've been looking for a script like MoCon V3.7.6 for cinema 4d :]

2013-06-05 Thread Matan Arbel
Nop. I want a way to export locations of null object and the animation
associated with them. ;)

On Wednesday, June 5, 2013, Diogo Girondi wrote:

 FBX doesn't work for you?

 ​-Diogo


 On Wed, Jun 5, 2013 at 4:04 AM, Matan Arbel 
 matanar...@gmail.comjavascript:_e({}, 'cvml', 'matanar...@gmail.com');
  wrote:

 Hey all,

 I've been looking for a script like *MoCon V3.7.6
 *that can export camera, and transform geo nodes into nuke.

 but for cinema 4d :]

 if anyone heard about something along this lines ?

 thanks :]

 --
 --
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 Motion/Graphic Designer
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[Nuke-users] Re: Freeze transformation in nuke

2013-05-14 Thread Matan Arbel
When starting to add transformation geo and axis I usually end up with a
messy script which I hate ;)

And it started to get complicated when I have to start and align geo to
other geo and so on and on.

I'll try to build a set up that adds one transGeo to position one for
rotation and one for scale at my geo's local 0 point.

Other then that, the way nuke handles pivot and skew is a bit weird, that
when u move a pivot it moves the geo.

Thanks for the help guys ;)

On Tuesday, May 14, 2013, Steve Newbold wrote:

  i think this is what I was trying to say earlier, but in my pre-coffee
 state it might not have been very clear.  Also easy to wrap this up so you
 don't see additional transforms.

 Of course, this assumes that your object is coming in with
 transform/rotation curves?



 On 14/05/13 10:39, Ron Ganbar wrote:

 What you can do is use one axis to straighten your object then another to
 rotate. That will make the second axis conform to the object space.

  Ta
 R





 Ron Ganbar
 email: ron...@gmail.com javascript:_e({}, 'cvml', 'ron...@gmail.com');
 tel: +44 (0)7968 007 309 [UK]
  +972 (0)54 255 9765 [Israel]
 url: http://ronganbar.wordpress.com/


 On 14 May 2013 12:35, Matan Arbel matanar...@gmail.comjavascript:_e({}, 
 'cvml', 'matanar...@gmail.com');
  wrote:

 Me too ;) is there a place where I can suggest it ?
 If nuke have such a cool 3d system. This will only add to it ;)


 On Tuesday, May 14, 2013, Howard Jones wrote:

   AltCtrl and drag moves the axis but I dont know a way to set
 rotation. I agree though that would be useful.

  Cheers
 Howard


  *Subject:* Re: [Nuke-users] Re: Freeze transformation in nuke

  I think a peter way to do what i want was the option to rotate the
 pivot of my axis.
 But as far as i know u can only move the pivot ( which usually moves
 your geometry ) or skewing it... which is the weirdest thing ever :]

 is there a way to rotate your axis without effecting the geo ?

 On Tue, May 14, 2013 at 12:12 PM, Howard Jones 
 mrhowardjo...@yahoo.comwrote:

  This essentially what the node I just outlined does in the other mail.


 Cheers
 Howard

   --
  *From:* Steve Newbold s...@dneg.com

 *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk
  *Sent:* Tuesday, 14 May 2013, 10:08
 *Subject:* Re: [Nuke-users] Re: Freeze transformation in nuke

  Ok, if the card is coming in with transforms then you could add a
 transform node directly after this that negates the transforms and puts it
 back at 0,0,0.  You can then add a transform node to do whatever you want
 based on the local axis and then a third transform node to put it back to
 the original position but with your additional transform.

 Essentially the first and last step are your 'freeze transform' and the
 transform in the middle are the values you would add had you zeroed out all
 the x,y,z and rotation values as in Maya, essentially in local space.

 Seems long winded but these scenarios crop up all the time.

 Steve

 On 14/05/13 09:59, Matan Arbel wrote:

 Well. Maybe I'm not getting the hang of it.

  But because each transform adds to the transformations it can get
 harder to animate.


  Lets say I got an fbx from the 3d department.
 It has a card that sits where it should and its rotated 37.8337 on the z
 away from the camera. And I want to animate it so the z axis is facing the
 camera. Since the way it is now if I move it to the camera I need to move
 it on z and x together and that makes is hard to control the curves.

  Hope I got my point through

 On Tuesday, May 14, 2013, Steve Newbold wrote:

  Not really sure why you need this?  The joy of a node based workflow is
 that you don't need to do things like freeze transforms.  Simply add
 another transform or axis node.

 Your card is translated and rotated away from 0,0,0.  if you want to
 move this further or rotate a specific amount relative to this, just add
 another Translate between the object and the current transform.  For this
 reason I very rarely do transforms in the actual geo transform knobs.  As
 long as you put the transform nodes in the correct order you won't have
 problems with things rotating around 0,0,0.

 Steve

 On 14/05/13 09:44, Matan Arbel wrote:

 How should a write geo do it?
 A write geo will write the object again.

  I wondered if there's an easy way to freeze the transformation. Lets
 say I have a card at 2.3,1,4
 And it's rotations are 12.32 , 18 , 180.
 I want it to stay in the same place but the transformations to reset to
 0,0,0,

  Can



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Re: [Nuke-users] FusionI/O and Nuke

2013-03-30 Thread Matan Arbel
Sand force chips compress data for faster transfer rates. So for some reason 
which is beyond my understanding ;) they don't deal so good with video files. 

I have 3 ssd drives. An intel 520. A crusial m4. And a Samsung pro. They are 
all approved by blackmagic as suitable for uncompressed and compressed data 
drives. 

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On Mar 30, 2013, at 4:32 PM, Simon Blackledge 
simon.blackle...@spacedigital.co.uk wrote:

 Why non-sandforce for compressed data? 
 
 Sent from my iPhone
 
 On 30 Mar 2013, at 12:53, Diogo Girondi diogogiro...@gmail.com wrote:
 
 Awesome, I guess that will be my next test then ;)
 
 Thanks Chris!
 
 
 
 
 On Sat, Mar 30, 2013 at 9:47 AM, chris ze.m...@gmx.net wrote:
 if you're on a budget you can also hook up two consumer SSDs to some 
 SATAIII ports and raid them... you can get 500GB of insanely fast local for 
 under 300bucks this way (and 1TB for about 600).
 
 i've got over 900MB/sec sequential read/writes with with two Agility3 240GB 
 as RAID0 on a the i7 motherboard controller - flies with DPX. (if you have 
 more random read/writes or compressed data like EXR then a non-sandforce 
 SSD like the Samsung 840 Pro might have some advantages - but even cheap 
 SSDs are incredibly fast with sequential operations these days)
 
 ++ chris
 
 
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Re: [Nuke-users] FusionI/O and Nuke

2013-03-30 Thread Matan Arbel
And the sand force chips has a name for being unreliable 

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Motion/Graphic Designer
matanarbel.com

On Mar 30, 2013, at 4:32 PM, Simon Blackledge 
simon.blackle...@spacedigital.co.uk wrote:

 Why non-sandforce for compressed data? 
 
 Sent from my iPhone
 
 On 30 Mar 2013, at 12:53, Diogo Girondi diogogiro...@gmail.com wrote:
 
 Awesome, I guess that will be my next test then ;)
 
 Thanks Chris!
 
 
 
 
 On Sat, Mar 30, 2013 at 9:47 AM, chris ze.m...@gmx.net wrote:
 if you're on a budget you can also hook up two consumer SSDs to some 
 SATAIII ports and raid them... you can get 500GB of insanely fast local for 
 under 300bucks this way (and 1TB for about 600).
 
 i've got over 900MB/sec sequential read/writes with with two Agility3 240GB 
 as RAID0 on a the i7 motherboard controller - flies with DPX. (if you have 
 more random read/writes or compressed data like EXR then a non-sandforce 
 SSD like the Samsung 840 Pro might have some advantages - but even cheap 
 SSDs are incredibly fast with sequential operations these days)
 
 ++ chris
 
 
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Re: [Nuke-users] Re: Cinema 4d camera calibrator to nuke.

2013-03-25 Thread Matan Arbel
Coolness
Thanks man. 

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On Mar 9, 2013, at 6:53 PM, pixeltrain nuke-users-re...@thefoundry.co.uk 
wrote:

 Hi,
 
 yes, there is a problem in the fbx from cinema 4d. There are two ways:
 
 1. Bring your camera over with Alembic (Cinema 4D R14)
 
 2. Look at the attached cinema 4D scene. Made a little setup to translate the 
 cinema 4d camera to a nuke camera.
 
 Best regards
 
 Helge
 NUKE-CAM.c4d.zip
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Re: [Nuke-users] Cinema 4d camera calibrator to nuke.

2013-03-11 Thread Matan Arbel
Thanks. I'll give it a try !!!
Always thought newer is better for fbx ;)

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Motion/Graphic Designer
matanarbel.com

On Mar 11, 2013, at 12:14 AM, Deke Kincaid d...@thefoundry.co.uk wrote:

 What version of fbx are you exporting as and what version of Nuke are you 
 using?  We added support for Fbx 2012 support in Nuke 7.  6.3 and earlier is 
 fbx 2009 or 2010 (I forget exactly which).  If you don’t use the exact fbx 
 version then it will break because the file format changes with every version 
 so we are constantly having to chase our tail because of it (fbx 2013 changed 
 things and broke it again).  You can also use their “FBX Converter” on the 
 link below to change fbx versions of the file.
 
 http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112id=10775855  
 
 A better solution though.  If you have C4D R14, then they added Alembic 
 support which should bring over the camera properly for Nuke 7.
 
 -
 Deke Kincaid
 Creative Specialist
 The Foundry
 Mobile: (310) 883 4313
 Tel: (310) 399 4555 - Fax: (310) 450 4516
 
 The Foundry Visionmongers Ltd.
 Registered in England and Wales No: 4642027
 
 
 On Sun, Mar 10, 2013 at 2:59 PM, Matan Arbel matanar...@gmail.com wrote:
 Hey Deke :]
 
 yep i'm trying to get the  calibration along with the geometry so i can 
 project in nuke.
 
 In cinema they call it Film Offset X and Y and for some reason its in 
 percentage .
 i got 60% offset on X and -40% on Y.
 
 The film back i got from cinema is a regular 36mm ( they call it film gate ).
 
 they strange thing is that when i open the FBX back in cinema i get the 
 camera and everything just right …
 
 Thnaks for the help :]
 
 On Sun, Mar 10, 2013 at 11:46 PM, Deke Kincaid d...@thefoundry.co.uk wrote:
 
 On Fri, Mar 8, 2013 at 12:05 PM, Matan Arbel matanar...@gmail.com wrote:
 I calibrated a camera in cinema 4d and tried to export the camera with 
 some geometry so I could put some animation on the uv.
 
 So you did a film back offset in Cinema4d and your trying to replicate the 
 same thing in Nuke because it isn’t coming through?  If this is true then 
 Maya will export this information with fbx but perhaps cinema4d does not.  
 What is the offset and what are the units of the camera filmback in 
 Cinema4d?
 
 -
 Deke Kincaid
 Creative Specialist
 The Foundry
 Mobile: (310) 883 4313
 Tel: (310) 399 4555 - Fax: (310) 450 4516
 
 The Foundry Visionmongers Ltd.
 Registered in England and Wales No: 4642027
 
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 -- 
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 Motion/Graphic Designer
 matanarbel.com
 
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Re: [Nuke-users] Cinema 4d camera calibrator to nuke.

2013-03-10 Thread Matan Arbel
Hey Deke :]

yep i'm trying to get the  calibration along with the geometry so i can
project in nuke.

In cinema they call it Film Offset X and Y and for some reason its in
percentage .
i got 60% offset on X and -40% on Y.

The film back i got from cinema is a regular 36mm ( they call it film gate
).

they strange thing is that when i open the FBX back in cinema i get the
camera and everything just right …

Thnaks for the help :]

On Sun, Mar 10, 2013 at 11:46 PM, Deke Kincaid d...@thefoundry.co.ukwrote:


 On Fri, Mar 8, 2013 at 12:05 PM, Matan Arbel matanar...@gmail.com wrote:

 I calibrated a camera in cinema 4d and tried to export the camera with
 some geometry so I could put some animation on the uv.


 So you did a film back offset in Cinema4d and your trying to replicate the
 same thing in Nuke because it isn’t coming through?  If this is true then
 Maya will export this information with fbx but perhaps cinema4d does not.
  What is the offset and what are the units of the camera filmback in
 Cinema4d?

 -
 Deke Kincaid
 Creative Specialist
 The Foundry
 Mobile: (310) 883 4313
 Tel: (310) 399 4555 - Fax: (310) 450 4516

 The Foundry Visionmongers Ltd.
 Registered in England and Wales No: 4642027

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[Nuke-users] Cinema 4d camera calibrator to nuke.

2013-03-08 Thread Matan Arbel
Hey guys ;)

I calibrated a camera in cinema 4d and tried to export the camera with some 
geometry so I could put some animation on the uv. 

The geometry comes In great. But cinema used film offset to get the camera to 
point to the right direction and that doesn't goes onto nuke the right way. 

Does anyone of the wizards knows how to solve that ? I tried for two hours and 
I'm about to try voodoo ;)

Thanks guys. 

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Re: [Nuke-users] 3d tracker contraints

2012-01-17 Thread Matan Arbel
U can set the plains by selecting all the points for xy plain and aline the 
camera. 
Did u mean that?

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On Jan 17, 2012, at 9:56 AM, Randy Little rlit...@rslittle.com wrote:

 Do you mean you can constrain or you can put a card or object attached to a 
 tracker point? That is odd if you can constrain in the AE plug in and not in 
 Nuke. 
 
 
 Randy S. Little
 http://reel.rslittle.com
 http://imdb.com/name/nm2325729/
 
 
 
 
 On Mon, Jan 16, 2012 at 23:53, Matan Arbel matanar...@gmail.com wrote:
 If I remember correctly. And let me know if I'm wrong. They have this in the 
 camera track plugin for AE. So it's weird they haven't built it in the nuke 
 tracker. 
 
 --
 Matan Arbel
 Motion/Graphic Designer
 matanarbel.com
 
 On Jan 17, 2012, at 8:17 AM, Randy Little rlit...@rslittle.com wrote:
 
 In every real 3d tracker you can select tracks and then tell the tracker 
 these points on on the same plan x,y, x, xy xz or yz. This then allows 
 for a recalculation for the camera for a more accurate track. some times 
 this is a process done repeatedly to get a perfect track with the tracking 
 data placed properly where it should exist in the scene.   As it stands now 
 there is no way to selected a group of trackers and tell the cameratracker 
 that these points are supposed to be on the same plan and recalculate based 
 on this constraint.  As anyone who has ever done any 3d tracking is well 
 aware its pretty common to do a track see the point cloud and shake your 
 head.  In all those apps its a salvageable situation.  Its usually a 
 required situation.   
 
 Randy S. Little
 http://reel.rslittle.com
 http://imdb.com/name/nm2325729/
 
 
 
 
 On Mon, Jan 16, 2012 at 21:38, Ron Ganbar ron...@gmail.com wrote:
 What do you mean by constrain here, Randy?
 
 
 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 January 2012 00:34, Randy Little randyslit...@gmail.com wrote:
 can everyone that wants the 3d tracker to have constraints please go and add 
 a feature request.  Seems they haven't ever had anyone ask for the ability 
 to constrain in the camera tracker.  ??  
 Randy S. Little
 http://www.rslittle.com
 
 
 
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Re: [Nuke-users] Disabling MMB functionality

2012-01-16 Thread Matan Arbel
I think that If ur working on a windows based station then it can be the 
configuration of the windows pen and tablet. 

Try to disable all the windows handling of the pen clicks. 

Let us know if it solves it. 

P.S
On Mac osx 10.6.8 I don't have this issue. 

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On Jan 17, 2012, at 2:10 AM, Jim Gibbs j...@atomicfiction.com wrote:

 Good to know. My tablet is pretty old, may be time for an upgrade. Thanks Ben!
 
 -Jim
 
 On Mon, Jan 16, 2012 at 4:03 PM, Ben Dickson ben.dick...@rsp.com.au wrote:
 Don't think you can disable it.. I contact support about this a while
 ago, ticket for it is #1216
 
 (It's harder to accidentally click this if you use a Wacom, although
 that's maybe not the ideal solution...)
 
 On 21/01/11 21:36, The Foundry Support wrote:
  Hi Ben,
 
  Thanks for contacting support.
 
  Clicking the middle mouse button has always been a shortcut to
 fit-to-view
  in Nuke. Unfortunately there is not currently a way of disabling it, other
  than changing the mouse behaviour in your OS.
 
  We have an open feature request for a mouse/hotkey editor in Nuke
 (#1216) - I
  will add your comments to this.
 
  Kind regards,
  Sam
 
 
 
 On 17/01/12 10:27, Jim Gibbs wrote:
  Close, but the checkbox seems to disable the middle button panning,
  while maintaining the annoying fit to screen click. Is there a way to do
  the reverse of that? I couldn't seem to find anything in the preferences...
 
  On Mon, Jan 16, 2012 at 3:45 PM, Woei Lee woeih...@gmail.com
  mailto:woeih...@gmail.com wrote:
 
  Preferences - Viewer - check middle button pans?
 
 
 
 
  On 2012/01/16, at 15:23, Jim Gibbs j...@atomicfiction.com
  mailto:j...@atomicfiction.com wrote:
 
   Howdy,
  
   I'm having an annoying issue when using my tablet to work in Nuke.
  When using the Middle Mouse Button (mapped onto my pen) to drag
  around my node graph, more often than not, I end up accidentally
  registering a single Middle Mouse Button click, which zooms out and
  fits the entire node graph to the screen. Is there a way to disable
  the MMB click function that fits the entire tree to the screen,
  without disabling the ability to drag around the node graph using
  the MMB?
  
   Thanks,
   -Jim
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