I wonder if writeGeo output to Alembic instead of fbx would incorporate the
axis info ?
Sent from my iPhone
> On May 17, 2017, at 12:20 PM, Vincent Langer wrote:
>
> Hi there,
>
> I would like to Export a camera which is animated itself and also transformed
> by
e of UV layout)
> into Photoshop you can place the image exactly where it should be rather than
> fixing something in Nuke that you can avoid in the first place.
>
>
>> On 7/12/16 2:54 PM, Ari Rubenstein wrote:
>> In order to essentially 'draw' in Photoshop over a frame o
lur in Nuke
> as there is no sub frame information.
>
> Alternatively you could render a UV pass to map your still frame on via
> STMap, along with a matte pas to mask the result properly (i.e. eyelids, fur
> in front of the eye etc).
>
>
>
>> On 7/12/16 7:23 AM,
Anshul
The quick answer is this:
1) Put UV's on your eyeball geo (before deformers), and then export as either
alembic or an obj sequence from Maya to nuke
2) project your Photoshop art onto this geo and render thru scan line renderer
Unfortunately many variables can compromise this, all of
And doesn't The Community sound strangely similar to The Area ?!
This smells all to familiar, Company A doesn't want to deal w/ the overhead of
a more personalized service (ie. private mailing list for smaller tight group),
and so it consolidates like Company B has done and gains tremendous
Double check the film back of the camera in maya, if offset, this attribute
doesn't translate to nuke... or didn't used to.
Ari
Blue Sky
Sent from my iPhone
On Nov 20, 2014, at 3:05 PM, Gary Jaeger g...@corestudio.com wrote:
I know I’ve seen this before but I can’t remember the solution.
How about render it emitting from the cloud, then reverse the rendered seq
after?
Sent from my iPhone
On Nov 15, 2014, at 6:42 PM, Gary Jaeger g...@corestudio.com wrote:
Nice Mads. Thanks that works great. Adding the turbulence works perfectly to
break up the cloud. Now another question.
Plug your point cloud into an emitter, set emitter velocity to 0, then apply
forces like turbulence after the emitter
Sent from my iPhone
On Nov 14, 2014, at 7:28 PM, Gary Jaeger g...@corestudio.com wrote:
Is it possible to turn a point cloud into particles? I see that I can render
an
...@corestudio.com wrote:
Thanks Ari!
Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
650 728 7060
http://corestudio.com
On Nov 14, 2014, at 4:44 PM, Ari Rubenstein a...@curvstudios.com wrote:
Plug your point cloud into an emitter, set emitter velocity to 0
Is the sun itself animated or just the camera ?
Sent from my iPhone
On Nov 10, 2014, at 6:48 PM, John Coldrick john.coldr...@gmail.com wrote:
I have a simple scenario where there is a Sun object in Maya, and I literally
just want the transform values from that to feed into a Nuke lens
wrote:
Have a look at this:
http://www.nukepedia.com/gizmos/3d/alembicreconstructor
On 10 November 2014 20:16, Ari Rubenstein a...@curvstudios.com wrote:
Is the sun itself animated or just the camera ?
Sent from my iPhone
On Nov 10, 2014, at 6:48 PM, John Coldrick john.coldr...@gmail.com
compatible but surely full of bugs. I would wait at least for the
10.10.1 release.
--
Bruno-Pierre Jobin
On Oct 16, 2014, at 9:04 PM, Ari Rubenstein a...@curvstudios.com wrote:
I just got around to installing Mavericks and now Yosemite is the only
choice... is Yosemite compatible w
I just got around to installing Mavericks and now Yosemite is the only
choice... is Yosemite compatible w/ Nuke 8 ?
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What I'd do is this:
- take the animated shot camera, lock off its animation at least on 2 different
frames (1st frame and close-up before passing mountain), 2 new cameras exist now
- camera project the plate from those 2 locked off camera's, only those
specific frames from the plate , render
://ronganbar.wordpress.com/
On Tue, Oct 14, 2014 at 6:39 PM, Ari Rubenstein a...@curvstudios.com wrote:
What I'd do is this:
- take the animated shot camera, lock off its animation at least on 2
different frames (1st frame and close-up before passing mountain), 2 new
cameras exist now
- camera project
)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/
On Tue, Oct 14, 2014 at 6:59 PM, Ari Rubenstein a...@curvstudios.com wrote:
Ron
What specifically will you be using the mountain geo for ?
And my guess is no UV's from the pointcloudgenerator... but you don't need
them
We use the Mocon mel script pass2nuke, works great all the time
www.3dmation.com
Sent from my iPhone
On Sep 12, 2014, at 4:07 PM, Gary Jaeger g...@corestudio.com wrote:
How do people get animation data from maya to nuke? I thought what I was
trying was super simple, just the Y rotate
this time.
I guess it's not a priority for Chaos Group to get compositors involved :(
On 23/08/14 06:24, Ari Rubenstein wrote:
Anybody get the 'notify' email from Chaos group for the VRay public beta
download yet ?
Thx
Ari
Sent from my
Anybody get the 'notify' email from Chaos group for the VRay public beta
download yet ?
Thx
Ari
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Has anyone explored any of the burgeoning prosumer Lidar options out there and
have positive feedback ?
There was a $1k or less Kickstarter Lidar project I read about last year but
can't recall the company name, anyone ?
Thx
Ari
Blue Sky
Sent from my
We are versioning up from Nuke 7.0v6 to 8.0v3 and are encountering a
significant slowdown.
There is a basic template we use to start shot production. In this template
there are groups with some complexity within. It seems by deleting these groups
(FYI, there are no external calls from the
Having difficulty getting sub-frame emission from a particle emitter using the
particle settings node. It's quite volatile... sometimes works like a charm,
other times not at all ?
Does anyone know what 'trips up' this code?
Thx
Ari
Blue Sky
Sent from my
Is there a command to move to back for Backdrops? For instance, you have 5
backdrops w/ stacks, then you want a 'master' backdrop for those 5 (but keep
the big master one behind the others always)
Thx
Ari
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When I execute the Capture the Viewer feature to create a jpg sequence of my
animated OpenGL scene, it writes the frames but does not update the OpenGL
display at all... and so it only writes the 1st frame over and over again ?
It's an animated camera move but the viewer won't update as it's
that wouldn't be required anymore theses days
though.
On 1/22/14 11:41 AM, Ari Rubenstein wrote:
When I execute the Capture the Viewer feature to create a jpg sequence of
my animated OpenGL scene, it writes the frames but does not update the
OpenGL display at all... and so it only
It would be nice to have the offset/inversion expression built in to possibly
the TransformGeo node...
Question for ya, are trying to leave your camera in place so a camera
projection doesn't get compromised ?
Sent from my iPhone
On Dec 11, 2013, at 4:54 PM, matt estela m...@tokeru.com
. When I had to use OBJ sequences (which I didn’t enjoy for a
second) I used this script
to auto-bracket my readgeo with frameholds. Obviously Nuke-7 only.
https://gist.github.com/julik/6089831
On 03 Dec 2013, at 01:03, Ari Rubenstein a...@curvstudios.com wrote:
Is there a workaround
Is there a workaround to the incessant ReadGeo ERROR's where Nuke is always
looking outside the obj frame range and returning a No such file or directory
error ?
For instance, say I'm on frame 140 and nuke produces this error saying it can't
read geo for frame 80 (the .obj sequence is from
this.
-deke
On Monday, December 2, 2013, Ari Rubenstein wrote:
Is there a workaround to the incessant ReadGeo ERROR's where Nuke is always
looking outside the obj frame range and returning a No such file or
directory error ?
For instance, say I'm on frame 140 and nuke produces this error saying
I realize this is not the best answer, but I also am annoyed by this. What I do
is select the nodes I want to export... Invert selection... Delete... Save as.
Couple extra steps but hey, preserves project settings
Ari
Blue Sky
Sent from my iPhone
On Aug 26, 2013, at 1:38 PM, David Schnee
Is there a way to identify which hotKeys are Not in use in Nuke ?
thx,
--
Ari Rubenstein
Lead Compositor
www.blueskystudios.com
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Not sure what Falco suggested since I'm away from computer, but...
What about using an add channel node after your project3D shader, shuffle into
this newly added channel, then place an apply material node for this after the
mergeGeo ? (Not certain of this but seems feasible)
Ari
Blue Sky
Deke
If I intuit correctly... That'll just have 'nuke' particles emit at the
location of the alembic ones on only 'that' frame which their emitted and not
carry thru the alembic's particle's animation, correct? (ie. neither the forces
nor velocity (no motion) will be transferred to Nuke's
Deke
Sorry, I'm back on the Particle Morph challenge... thoughts on what I've
written below?
In 7, could you run a particle sim in reverse with the 3d retime nodes, and
render thru the normal time camera ?
That way you could emit from one surface into a turbulence field, then do the
same w/
How about forgetting the deep data approach , and instead doing a Zintersect
and feeding that into Nathan's old PixelGeo tool to generate just the geo from
the intersection... then use that as the particle emitter?
Although the PixelGeo tool hasn't been updated for recent Nuke... but it would
I will try that, though if the pieces could become separate objects it would
really get interesting! Imagine throwing a sphere at a wall, on impact it
shatters with the veronoi fracturing (replace anim), then the pieces become
part of a rigid body sim as they fall, once they bounce on the
Try dup'ing your read geo node, explicitly set it to only read 'that' geo frame
and use a Switch node between the 2 readGeo nodes so it animates to the single
frame one you want to hold on.
Ari
Sent from my iPhone
On Nov 12, 2012, at 6:45 PM, Ryan Fyffe r...@illusionfields.com wrote:
Hi
Anyone have a successful 'round trip' method of getting cameras from nuke back
to Maya?
Thx
Ari
Blue Sky
Sent from my iPhone
On Oct 22, 2012, at 7:34 AM, Daniel Venditti dan...@gmail.com wrote:
in the
past.
Joe Laude
Sent from my iPhone
On Oct 24, 2012, at 4:07 AM, Ari Rubenstein a...@curvstudios.com wrote:
Anyone have a successful 'round trip' method of getting cameras from nuke
back to Maya?
Thx
Ari
Blue Sky
Sent from my iPhone
On Oct 22, 2012, at 7:34 AM
Ah yes, just figured that out
Thx Deke
Sent from my iPhone
On Oct 24, 2012, at 8:02 AM, Deke Kincaid dekekinc...@gmail.com wrote:
It has to go through a scene node.
-deke
On Wed, Oct 24, 2012 at 8:53 AM, Ari Rubenstein a...@curvstudios.com wrote:
hmm, might just be too early
,
--
Ari Rubenstein
Lead Compositor
www.blueskystudios.com
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On 29/09/12 11:33 AM, Marten Blumen wrote:
I haven't looked into it but can we use the ParticleExpression position
parameter, posexpr, to direct a particle to a location? i.e. vertex
On 29 September 2012 00:36, Ari Rubenstein a...@curvstudios.com wrote:
I don't believe so. We need the addition
Has anyone any luck with using negative point forces alone to create complex
particle paths ?
I'll give that a try
Ari
Blue Sky
Sent from my iPhone
On Sep 29, 2012, at 11:06 AM, Ari Rubenstein a...@curvstudios.com wrote:
that is nice, using the point force (negative) to attract particles
I don't believe so. We need the addition of targets, or attractors, in
order to 1) steer particles along a desired path (or some kind of 'path
controller' which acts as a force for particles to move along) and 2) to
act as 'destinations' so an 'event' can be triggered once they arrive
Yes it is... and you can use the mergeMat (I think that's it's name, not at
computer now) 3D shader to essentially comp the different camera projections
before being projected onto the same readGeo node. Just use the appropriate
alpha into each projection before its over'd with mergeMat.
Ari
@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
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Anyone know where to find the old Kai's Power Tools plugins ? KPT Collection.
Or another sophisticated fractal generator like Kai's version ? Not just any
ole fractal, but the real granular stuff in the mandlebrot / julia set variety.
I know metacreations was purchased by Corel, but they
, 2012, at 10:34 PM, Diogo Girondi wrote:
Not sure I get what you're trying to do but what I usually do to freeze the
particles is to animate their emission rate from whatever to zero from one
frame to the other.
On Wed, May 16, 2012 at 11:24 PM, Ari Rubenstein a...@curvstudios.com wrote
Interesting... are you referring to the 'particle to geo' node ? And then does
it read back in as a point cloud essentially where each point (vert) would emit
only a single particle ?
How do you resolve the rate with the amount of vert's ?
Sent from my iPhone
On May 16, 2012, at 7:35 PM,
@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
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, and different depth formats, it gets a bit more
complicated. Ivan may have something to say on this.
Michael
On 23 March 2012 03:16, ari Rubenstein a...@curvstudios.com wrote:
Wow, much appreciated.
Thinking back to how artists and studios in the film industry used to hold
tight
on this.
Michael
On 23 March 2012 03:16, ari Rubenstein a...@curvstudios.com wrote:
Wow, much appreciated.
Thinking back to how artists and studios in the film industry used to hold
tight their techniques for leverage and advantage, it's great to see how much
this comp community
Wow, much appreciated.
Thinking back to how artists and studios in the film industry used to hold
tight their techniques for leverage and advantage, it's great to see how much
this comp community encourages and props up one another for creative
advancement for all.
Thanks again Ivan
Ari
Karen
Another way to put it (same method Ron described), is to choose a few
'keyframes' of the current camera move... derive your crop amount from these
frames (see how 'pushed in' the cam is at this point)... Then after review of
these crops go back and recreate the separate renders/artwork
Anyone have a tool similar to Nathan's xyzgenerate for world space conversion
of depth keys ? And/or his vectormatte ?
Ari
On Mar 22, 2012, at 5:47 PM, Frank Rueter fr...@beingfrank.info wrote:
brilliant, can't wait for that one!
On 3/22/12 11:07 AM, Ivan Busquets wrote:
It's just a
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,
Thanks Sean, good to know.
Ari
Sent from my iPhone
On Feb 16, 2012, at 2:39 AM, Sean Brice s...@thefoundry.co.uk wrote:
Hey Ari,
This isn't in the current particle system, but it will be in a future Nuke
release.
Cheers,
Sean
On 15/02/2012 23:14, a...@curvstudios.com wrote:
I get this daily, usually when scrubbing in the viewer, or rendering a
flipbook. Or hitting the arrow keys quickly stepping thru frames.
Quite painful and common. Seems Nuke gets 'congested' with some temporal
operations, more so then shake did in my experience.
Ari
Sent from my iPhone
On
Do you have a bunch of FrameHolds in the script? That seems to be a catalyst
for this issue popping up.
On 27 November 2011 09:17, ari Rubenstein a...@curvstudios.com wrote:
I get this daily, usually when scrubbing in the viewer, or rendering a
flipbook. Or hitting the arrow keys
be surprised
how many don't!)
NOTE: please don't reply to this thread, we don't want to bother other users
with this ...
thx,
Ari Rubenstein
Lead Compositor
Blue Sky Studios
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Don't add the % after the d, should be :
filename.%04d.tga
Sent from my iPhone
On Oct 8, 2011, at 11:24 AM, Mahesh Kumar maheshfromonl...@hotmail.com wrote:
hi all,
I am confusing with render settings in Nuke write node, i want to render
sequence images i created filename.%04d%.tga or
sorry, was reading the email and accidentally hit send nothing going on
here, go back to your business
ari
On Sep 19, 2011, at 3:37 PM, Ari Rubenstein wrote:
On Sep 19, 2011, at 3:06 PM, D. Reynolds wrote:
We were having that problem last week as well. We found that 1. unchecking
Projecting/painting onto animated geo:
- Apply UVs to your geo (in 3d app)
- bake out a sequence of .obj's of your animated geo
- camera project with UVproject in nuke
- output UV from scanline render
- paint on unwrapped, rendered UV projected texture
- apply painted, unwrapped texture back onto
Sheesh, sorry again, writing before coffee in early am.
You paint on your original projected texture... Not.. on the unwrapped UV
rendered one (you could, but that's no fun).
Ari
Sent from my iPhone
On Sep 17, 2011, at 7:32 AM, ari Rubenstein a...@curvstudios.com wrote:
Projecting/painting
The short of it is this:
AE is a prosumer tool, good for the infrequent user (consumer), and good for
pros. As a result AE has alot of quick solutions for basic fx work which Nuke
does not.
Nuke on the other hand is exclusively a professional Compositing tool, flexible
enough for the most
Update: we actually were using 6.0v1 last film when RSMB worked, failing in
6.1v3 as well
Ari
Sent from my iPhone
On Aug 31, 2011, at 10:39 AM, a...@curvstudios.com wrote:
Has anyone run into a problem rendering Re:Vision's RSMB with multiple
'writes' within the same comp (trying to render
Colin,
Can you confirm if now the tool can scale the bokeh based on a greyscale input
image (such as a depth key) ?
Thx,
Ari
Sent from my iPhone
On Jul 11, 2011, at 3:43 PM, Colin Doncaster co...@peregrinevfx.com wrote:
I can get you a trial license of http://peregrinelabs.com/bokeh if you
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