Hello!
What is the math formula to go from linear to rec709?
basically inverting this:
x.081 ? x/4.5 : pow((x+.099)/1.099, 1/.45)
Thanks in advance!
T___
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(SelectAlpha_In,
r = 0.081 ? r / 4.5 : pow(( (r + 0.099)/1.099 ), (1/0.45)),
g = 0.081 ? g / 4.5 : pow(( (g + 0.099)/1.099 ), (1/0.45)),
b = 0.081 ? b / 4.5 : pow(( (b + 0.099)/1.099 ), (1/0.45)),
a, z);
++ chris
On 6/21/11 at 1:25 AM, tungau...@yahoo.com (Torax Unga) wrote:
Hello!
What
I hear crickets
From: Torax Unga tungau...@yahoo.com
To: Torax Unga tungau...@yahoo.com; Nuke user discussion
nuke-users@support.thefoundry.co.uk
Sent: Wednesday, June 22, 2011 11:28 AM
Subject: [Nuke-users] linear to AlexaV3LogC math
Keeping it going
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
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
We''ll definitely benefit from having the Houdini reader... thanks Johannes.
On the same note... Is there a workaround to create deep information as
separate images... so the we can put together to create a deep image. For
example, a render containing a smoke simulation using Maya or Houdini
, 2011 at 3:42 AM, Torax Unga tungau...@yahoo.com wrote:
same
- Show quoted text -
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Reply
Usually we have to modify DPX tags as a post render process using the after
each frame callback on the write node.
Image Magik's convert command is good for altering the DPX metadata.
From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion
If by rv session you mean playing what it got render, then it should be easy.
dont have nuke nor python in front of me, but it should be something like this:
main scrip that launches the image sequence in rv
#rvafterRender.py
import nuke
import subprocess as sub
def rvthis(clip):
rv =
There are many different approaches:
Here is one:
- you will probably want to have you software installed in a central location
in the networks, so you only modify the settings once
- put the luts in a location all software can see. (ie: ../luts/nuke/
../framecycler ../rv)
- generate the
. Nuke
already has
a viewer lut setup, utilizing the alexa 3D lut through a vector
field node.
On Oct 4, 2011 1:00 AM, Torax Unga tungau...@yahoo.com wrote:
There are many different approaches:
Here is one:
- you will probably want to have you
software installed
for
quick reviews where the file type or metadata might be misleading. We have the
colorspace in the filepath and set the transfer function in source_setup.mu
from a regex on that.
./sam
On 08/10/2011, at 11:27 AM, Torax Unga wrote:
Be careful when modifying the source_setup.mu file
Hola!
Thank you for Atomkraft. Is one of the most solid examples of how Nuke can be
expanded as production tool.
Questions...
- Can the AtomReadGeo node be used to load a .geo sequence as particles... and
then render them using Nuke's ScalineRender or PrmanRender nodes?
- Once I have the
I am not in front of nuke now, but I think that if you have a texture in your
particle (sprite) you need to put a BlendMat node before the texture is
connected to the emitter... and set the blend mode to Modulate... the the
ParticleCurve alpha curve will control the opacity.
Not sure if it will help you.http://www.calibratedsoftware.com/MXFImport_Win.aspFrom: Robert|DARLINGS rob...@darlings-post.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 1 May 2012, 8:07 Subject: Re: [Nuke-users] F65 workflow
Win7 x64
I know
One way I can think of is to write them out as geo in that frame, read the geo
back and emit one particle per vertex on the first frame.
From: a...@curvstudios.com a...@curvstudios.com
To: nuke-users@support.thefoundry.co.uk
Sent: Wednesday, 16 May 2012, 9:30
for this.
From: Torax Unga tungau...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk
Sent: Thursday, 17 May 2012, 8:51
Subject: Re: [Nuke-users] Set Initial State for Particles ?
Here is a particle to geo example... action starts at frame 1000
set cut_paste_input [stack
You can try using a ColorLookup and sample/match every swatch.
There is also this:
http://www.lightillusion.com/matchlight.html
From: jasonhuang1115 nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk
Sent: Wednesday, 23 May 2012, 11:24
: Jason Huang jasonhuang1...@gmail.com
To: Torax Unga tungau...@yahoo.com; Nuke user discussion
nuke-users@support.thefoundry.co.uk
Sent: Wednesday, 23 May 2012, 16:05
Subject: Re: [Nuke-users] match color charts between HDR and plate for every
color swa
I haven't tried the ColorLookup node
Hello there:
I am trying to get into deep compositing and I was wondering whats the workflow
to get deep image data from the ScanlineRender or the PRmanRender nodes.
Here is the setup I am using as a test. I want to get the right antialiased
edge between the two spheres... How?
Thanks in
can generate deep
images. Currently the only default way is to load prman dtex files which have
deep opacity data in them.
-deke
On Jun 6, 2012, at 12:46, Torax Unga tungau...@yahoo.com wrote:
Hello there:
I am trying to get into deep compositing and I was wondering whats the
workflow
Hi SYmek,
Our developer copiled it on CentOS4 x64 Nuke 6.3x and Houdini 12.0.644.
I got the plugins loading in Nuke but when I try to put down the node in Nuke I
get this error:
Traceback (most recent call last):
File string, line 1, in module
RuntimeError:
Hey there!
I was wondering if there is a way of rendering geo as wireframe. Now that we
have the Renderman RIB Modifier, does anyone knows if it possible to put in the
right parameter to render with a wireframe shader?
Fingers crossed.
Cheers!
___
Hola!
Is there a way to have two Curve Editors open in the same Nuke session? It
seems like this was possible in previous versions.
Using 6.3v8.
Cheers!
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Hello?
Does anyone has a good setup for controlling the opacity of the particles based
on its distance from the camera?
Cheers!___
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It is actually similar to a .csp lut.
Here is a made up lut:
Version 3
Format any
Type 3D+1D
From 0 10
To 0 1
Black 0
White 1
Length 2 11
LUT:
Pre {
0.0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1.0
}
3D {
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