Re: [Nuke-users] how to get this automated keyframe offset python script to work

2017-05-12 Thread Howard Jones
FWIW this is where the dope sheet come in handy at least nuke7 on (maybe 8)

Select all nodes > ctrl D (or whatever the add to dopesheet shortcut is)
Wait while the dope sheet updates itself. 

Select all in there and set the move to 1000 and hit move. Save quit reopen 
depending on version of nuke. 

I think in v6 there was a bug where if you left a paint/roto node with anything 
selected internally, it wouldn't come in in the dope sheet. This was fixed in I 
think 7. 

I had to do this with a 1000 node script several times on one project. 

Howard

> On 12 May 2017, at 8:14 am, Andrew Shanks  wrote:
> 
> Thanks Bruno-Pierre!
>   works a treat! Thanks so much for your help!
> 
> Cheers,
> 
> andrew
> 
> :)
> 
>> --
>> 
>> Message: 1
>> Date: Mon, 8 May 2017 11:50:59 -0400
>> From: Bruno-Pierre Jobin 
>> Subject: Re: [Nuke-users] how to get this automated keyframe offset
>>pythonscript to work
>> To: Nuke user discussion 
>> Message-ID:
>>
>> Content-Type: text/plain; charset="utf-8"
>> 
>> Hi Andrew,
>> 
>> 
>> You can simply copy slips.py in your .nuke directory. And then, from the
>> script editor, do the following.
>> 
>> 
>> import slips
>> 
>> for i in nuke.allNodes():# iterates through every nodes
>> 
>> slips.slip_animations_of_node(i,1000)# offset every animated knobs
>> by 1000 frames
>> 
>> 
>> Depending on the complexity of your nuke script, it can be quite long to
>> run this script through every nodes. If you can, I suggest you make a list
>> of the nodes you want to offset and iterates through that list. By
>> selecting the wanted nodes, this will make a list out of it.
>> 
>> 
>> myList = [i for i in nuke.selectedNodes()]
>> 
>> 
>> Hope this helps.
>> 
>> Cheers!
>> 
>> 
>> 
>>> On Mon, May 8, 2017 at 12:44 AM, Andrew Shanks  wrote:
>>> 
>>> Hey guys,
>>>I'm not much of a python guy (keep trying to learn more,
>>> keep getting busy with the comping, ...but getting there slowly). Anyway, I
>>> was looking into ways to offset all the animated keyframes in a script
>>> (including cameras), useful for bumping an offline postviz comp into line
>>> with final edited shots. Of course I could manually go through every
>>> animated node and add a *curve(frame+offset)* to each animated parameter,
>>> but that would be painful as I'm looking at doing this for a whole show. So
>>> i was looking for a more automated way.
>>> 
>>> I found the below python code mentioned on the mailing list a few years
>>> back and looks interesting, only problem is I haven't the foggiest idea
>>> how to get that puppy going (I'm guessing I should call the python script
>>> and define commands in the menu.py, but not really sure what I should be
>>> defining). I was just wondering if Julik Tarkhanov who wrote it might be
>>> lurking and able to shed light on it, or if someone else here can help this
>>> comp monkey out.
>>> 
>>> https://gist.github.com/julik/3673783
>>> 
>>> Cheers!
>>> 
>>> andrew
>>> 
>>> :)
>>> 
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>> 
>> 
> 
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Re: [Nuke-users] Viewer process stopping farm or BG render

2017-05-02 Thread Howard Jones
I was setting the luts through the menu.py based on show.  If name in show: etc
Where name is the show specific name and show what the user is on. 

The show is not set by an environment as such but a setting in the users home 
folder.  (I think I can find a way for init to pick it up. )

But as Nathan says, this is a bug as the viewer process has nothing to do with 
a BG render so should have been ignored anyway. 


Thanks for all the help

Howard

> On 2 May 2017, at 6:13 pm, Michael Habenicht <m...@tinitron.de> wrote:
> 
> I used to reset all viewers to None when a script was prepared for sending to 
> the farm to work around this bug.
> When switching to Ocio that was no problem anymore as the show specific 
> config is always set through the environment variable.
> So what do you define in your menu.py, Howard?
> 
> Nathan Rusch <nathan_ru...@hotmail.com> wrote:
> 
>> This is definitely a bug. There is no reason a Viewer should have any
>> effect on a headless render. I reported this and had it logged as Bug
>> 35502 back in 2013, and tried again last October to complete radio
>> silence. I just pinged them about it again, so maybe third time's the
>> charm.
>> 
>> -Nathan
>> 
>> On 5/2/2017 2:31 AM, Howard Jones wrote:
>> 
>> Aha! - menu.py as I wanted it to be show specific.
>> Thanks - I guess I’ll forget the show for the moment.
>> 
>> 
>> Howard Jones
>> Visual Effects Supervisor
>> m: 07973 265624 | e: how...@axis-vfx.com<mailto:how...@axis-vfx.com> |
>> w: www.axis-vfx.com<http://www.axis-vfx.com>
>> 
>> 
>> 
>> On 2 May 2017, at 09:38, Ben Dickson
>> <ben.dick...@rsp.com.au<mailto:ben.dick...@rsp.com.au>> wrote:
>> 
>> Hm, are you registering the "showLUT" viewer process from menu.py or
>> init.py?
>> 
>> On 02/05/17 17:36, Howard Jones wrote:
>> Hi
>> 
>> I have a basic gizmo with an OCIOFileTransform in it which is the
>> showLUT. If I submit to the Nuke BG renderer or deadline Farm I get an
>> error. Nuke’s is invisible but the farm is
>> 
>> An exception occurred: Error: [ 8:55.48] ERROR: Bad value for
>> viewerProcess : showLUT
>> 
>> This was created in Nuke and is attached - though the name of the LUT
>> and path have been changed. Created in the correct version of nuke.
>> This is fine within Nuke and renders in Nuke but fails on BG and farm.
>> 
>> I have other viewerProcess LUTs that are fine but this is the only one
>> with OCIOFileTransform and a cube.
>> 
>> Nuke8v06, OS agnostic
>> *
>> Howard**Jones*
>> Visual Effects Supervisor
>> m: 07973 265624| e:how...@axis-vfx.com<http://axis-vfx.com/>
>> <mailto:how...@axis-vfx.com>| w:
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>> <http://www.axis-vfx.com<http://www.axis-vfx.com/>>
>> 
>> *
>> *
>> 
>> *A X I S V F X*
>> 
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>> 
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Re: [Nuke-users] Viewer process stopping farm or BG render

2017-05-02 Thread Howard Jones
Aha! - menu.py as I wanted it to be show specific. 
Thanks - I guess I’ll forget the show for the moment.

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 2 May 2017, at 09:38, Ben Dickson <ben.dick...@rsp.com.au> wrote:
> 
> Hm, are you registering the "showLUT" viewer process from menu.py or init.py?
> 
> On 02/05/17 17:36, Howard Jones wrote:
>> Hi
>> 
>> I have a basic gizmo with an OCIOFileTransform in it which is the
>> showLUT. If I submit to the Nuke BG renderer or deadline Farm I get an
>> error. Nuke’s is invisible but the farm is
>> 
>> An exception occurred: Error: [ 8:55.48] ERROR: Bad value for
>> viewerProcess : showLUT
>> 
>> This was created in Nuke and is attached - though the name of the LUT
>> and path have been changed. Created in the correct version of nuke.
>> This is fine within Nuke and renders in Nuke but fails on BG and farm.
>> 
>> I have other viewerProcess LUTs that are fine but this is the only one
>> with OCIOFileTransform and a cube.
>> 
>> Nuke8v06, OS agnostic
>> *
>> Howard**Jones*
>> Visual Effects Supervisor
>> m: 07973 265624| e:how...@axis-vfx.com <http://axis-vfx.com/> 
>> <mailto:how...@axis-vfx.com <mailto:how...@axis-vfx.com>>| w:
>> www.axis-vfx.com <http://www.axis-vfx.com/> <http://www.axis-vfx.com 
>> <http://www.axis-vfx.com/>>
>> 
>> *
>> *
>> 
>> *A X I S V F X*
>> 
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>> 
>> __
>> 
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>> 
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[Nuke-users] Re: Viewer process stopping farm or BG render

2017-05-02 Thread Howard Jones
and Nuke10.5

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 2 May 2017, at 09:06, Howard Jones <how...@axis-vfx.com> wrote:
> 
> Hi
> 
> I have a basic gizmo with an OCIOFileTransform in it which is the showLUT. If 
> I submit to the Nuke BG renderer or deadline Farm I get an error. Nuke’s is 
> invisible but the farm is
> 
> An exception occurred: Error: [ 8:55.48] ERROR: Bad value for viewerProcess : 
> showLUT
> 
> This was created in Nuke and is attached - though the name of the LUT and 
> path have been changed. Created in the correct version of nuke.
> This is fine within Nuke and renders in Nuke but fails on BG and farm.
> 
> I have other viewerProcess LUTs that are fine but this is the only one with 
> OCIOFileTransform and a cube.
> 
> Nuke8v06, OS agnostic
> 
> Howard Jones
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com <mailto:how...@axis-vfx.com> | w: 
> www.axis-vfx.com <http://www.axis-vfx.com/>


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[Nuke-users] Viewer process stopping farm or BG render

2017-05-02 Thread Howard Jones
Hi

I have a basic gizmo with an OCIOFileTransform in it which is the showLUT. If I 
submit to the Nuke BG renderer or deadline Farm I get an error. Nuke’s is 
invisible but the farm is

An exception occurred: Error: [ 8:55.48] ERROR: Bad value for viewerProcess : 
showLUT

This was created in Nuke and is attached - though the name of the LUT and path 
have been changed. Created in the correct version of nuke.
This is fine within Nuke and renders in Nuke but fails on BG and farm.

I have other viewerProcess LUTs that are fine but this is the only one with 
OCIOFileTransform and a cube.

Nuke8v06, OS agnostic

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

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VIEWER_LUT_TEST.gizmo
Description: Binary data
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Re: [Nuke-users] Re: env on Mac, nuke

2017-04-25 Thread Howard Jones
Do the same without the project approach to a central shared location. Set 
nuke_path to that. Set /etc/bashrc for all users on a machine and launch from a 
shell. 

Howard

> On 25 Apr 2017, at 1:52 am, Gary Jaeger  wrote:
> 
> Interesting, thanks Michael. So you're setting name aliases in .bash_profile 
> per project? I do think we want a more generalized approach. What's an 
> example of what you are customizing between projects?
> 
>> On Mon, Apr 24, 2017 at 5:36 PM, Michael Garrett  
>> wrote:
>> The general approach is to define NUKE_PATH for that project, for the custom 
>> nuke environment (like the .nuke folder but on the network). Then you have 
>> the custom init.py, menu.py and gizmos etc living there. For example, the 
>> most basic way of doing it in .bash_profile on OSX:
>> export NUKE_PATH="path/to/your/project/pipeline/nuke" 
>> 
>> If you want to abstract it a bit more, set an abbreviated name alias for the 
>> project which you can set up to take you to the working directory and also 
>> set the NUKE_PATH for that project with all the customisations. That way, 
>> you can easily switch between projects with a new shell and when you launch 
>> Nuke you will get the relevant customised version. I've actually never tried 
>> to get environment.plist working, but it does seem like a pain and it's 
>> easier to repurpose scripting and variables between OSX and Linux (and now 
>> Windows 10??)  when sticking to using a bash terminal.
>> 
>>> On 24 April 2017 at 19:26, Gary Jaeger  wrote:
>>> OK, answered my own question. Looks like creating an environment.plist in 
>>> ~/Library/LaunchAgents/ does the trick. 
>>> 
>>> now another. do you all create an init.py and menu.py on each workstation? 
>>> I tried creating a simlink to files on a central server, which seems to 
>>> work, but not sure if there are downsides to that approach? Trying to keep 
>>> the admin to a minimum. 
>>> 
>>> Thanks
>>> 
>>> http://www.dowdandassociates.com/blog/content/howto-set-an-environment-variable-in-mac-os-x-launchd-plist/
>>> 
>>> 
>>> Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
>>> http://corestudio.com
>>> 
 On Apr 24, 2017, at 3:58 PM, Gary Jaeger  wrote:
 
 Where is the current place to set env variables on the mac? Googling gives 
 me various answers, none of which I can really get to work. The latest 
 (and what the foundry docs say)  seems to be launchd.conf, but for 
 instance if I put 
 
 setenv NUKE_PATH /Volumes/tools/nuke10_5
 setenv OFX_PLUGIN_PATH /Volumes/tools/nuke10_5/OFX
 
 they don't seem to get picked up
 
 also, what’s the difference between ‘setenv’ and ‘export’ ?
 
 thanks
 
 Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
 http://corestudio.com
 
>>> 
>>> 
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Re: [Nuke-users] Saturation slider

2017-04-21 Thread Howard Jones
You could do this via VIEWER_INPUT I would think

Howard

> On 21 Apr 2017, at 3:08 pm, Gabor Hovanyi  wrote:
> 
> Yes and no. 
> You could build a dummy node with controls like in the roto node for example. 
> Unfortunately as soon as  you close the node's properties you loose those 
> knobs in the Viewer...
> It's fairly well documented in the NDK.
> 
> Gabor
> 
>> On Apr 21, 2017, at 2:37 AM, Misho Ristov  wrote:
>> 
>> Hi all,
>> 
>> Is there a way to add a saturation slider in the Viewer, next to the gamma 
>> slider? Is that open in the api?
>> 
>> thanks,
>> Misho
>> 
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Re: [Nuke-users] Selective colour in nuke

2017-04-12 Thread Howard Jones
Still looks good  which is not a bad thing ;)

Howard

> On 11 Apr 2017, at 11:18 pm, Stepan Z <motionarti...@gmail.com> wrote:
> 
> Thank you Howard. However i think right now this is a bit of a coincidence 
> rather than something i actually fully understand. I know that with a lot of 
> things PS is a bit of a mysterious black box, which doesn't work as expected 
> internally. So will keep trying with this! 
> 
>> On 11 Apr 2017, at 19:43, Howard Jones <how...@axis-vfx.com> wrote:
>> 
>> Looks very good though!
>> 
>> The vibrancy tool internally is using the neutrals rather than the 
>> luminance, otherwise similar principle. Not sure why I did that but it would 
>> be easy to wrap what you have done into the tool.
>> Nice to see an old tool (10+ years old) get a new lease of life!
>> 
>> Howard Jones
>> Visual Effects Supervisor
>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>> 
>>> On 11 Apr 2017, at 16:05, motion artist <motionarti...@gmail.com> wrote:
>>> 
>>> Yeah I unpackaged Howards gizmo into a group. 
>>> 
>>> I think I was a bit too excited though and it seems to work in a very 
>>> limited situation and doesn't seem to do much on a test chart. All I did 
>>> was put linear to sRGB and sRGB to linear colorspace nodes either side of 
>>> the gizmo and masked the gizmo by the inverted luminance. Its weird that 
>>> the results are so similar yet not the same. It almost looks like the 
>>> effect is also masked the more saturated the colours are.
>>> 
>>> Try this one:
>>> 
>>> set cut_paste_input [stack 0]
>>> version 10.5 v1
>>> push $cut_paste_input
>>> Colorspace {
>>>  colorspace_out sRGB
>>>  name Colorspace6
>>>  selected true
>>>  xpos -1259
>>>  ypos 136
>>> }
>>> set N9238d800 [stack 0]
>>> Saturation {
>>>  saturation 0
>>>  name Saturation3
>>>  selected true
>>>  xpos -1382
>>>  ypos 212
>>> }
>>> Shuffle {
>>>  green red
>>>  blue red
>>>  alpha red
>>>  name Shuffle5
>>>  selected true
>>>  xpos -1382
>>>  ypos 238
>>> }
>>> Invert {
>>>  name Invert4
>>>  selected true
>>>  xpos -1382
>>>  ypos 264
>>> }
>>> push $N9238d800
>>> secondaryColour2 {
>>>  name SeondaryColour
>>>  note_font Arial
>>>  selected true
>>>  xpos -1107
>>>  ypos 233
>>>  RedKnob {0.5 0 0}
>>>  vibrancyControls 0
>>> }
>>> push $N9238d800
>>> Merge2 {
>>>  inputs 2+1
>>>  name Merge5
>>>  selected true
>>>  xpos -1259
>>>  ypos 319
>>> }
>>> Colorspace {
>>>  colorspace_in sRGB
>>>  name Colorspace7
>>>  selected true
>>>  xpos -1259
>>>  ypos 360
>>> }
>>> push 0
>>> Merge2 {
>>>  inputs 2
>>>  operation difference
>>>  name Merge3
>>>  selected true
>>>  xpos -1493
>>>  ypos 447
>>> }
>>> 
>>> 
>>>> On Tue, Apr 11, 2017 at 3:21 PM, Mario Maruska <majomaru...@gmail.com> 
>>>> wrote:
>>>> Gives me a "vibrancy" error, gizmo/plugin within gizmo ?
>>>> 
>>>>> On Tue, Apr 11, 2017 at 3:43 PM motion artist <motionarti...@gmail.com> 
>>>>> wrote:
>>>>> Forgot to include the selective colour settings in PS.
>>>>> 
>>>>> Let me know what you guys think
>>>>> 
>>>>> 
>>>>> All the best
>>>>> 
>>>>> Stepan
>>>>> 
>>>>>> On Tue, Apr 11, 2017 at 2:41 PM, motion artist <motionarti...@gmail.com> 
>>>>>> wrote:
>>>>>> Ok so this might be a complete accident but I seemed to have gotten a 
>>>>>> result in nuke that is in the ballpark of the result in PS. Here are 
>>>>>> some stills with the results and settings. 
>>>>>> 
>>>>>> set cut_paste_input [stack 0]
>>>>>> version 10.5 v1
>>>>>> push $cut_paste_input
>>>>>> Colorspace {
>>>>>>  colorspace_out sRGB
>>>>>>  name Colorspace1
>>>>>>  selected true
>>>>>>  xpos -1214
>>>>>>  ypos -69
>>>>>&

Re: [Nuke-users] Selective colour in nuke

2017-04-11 Thread Howard Jones
Looks very good though!

The vibrancy tool internally is using the neutrals rather than the luminance, 
otherwise similar principle. Not sure why I did that but it would be easy to 
wrap what you have done into the tool.
Nice to see an old tool (10+ years old) get a new lease of life!

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 11 Apr 2017, at 16:05, motion artist <motionarti...@gmail.com> wrote:
> 
> Yeah I unpackaged Howards gizmo into a group. 
> 
> I think I was a bit too excited though and it seems to work in a very limited 
> situation and doesn't seem to do much on a test chart. All I did was put 
> linear to sRGB and sRGB to linear colorspace nodes either side of the gizmo 
> and masked the gizmo by the inverted luminance. Its weird that the results 
> are so similar yet not the same. It almost looks like the effect is also 
> masked the more saturated the colours are.
> 
> Try this one:
> 
> set cut_paste_input [stack 0]
> version 10.5 v1
> push $cut_paste_input
> Colorspace {
>  colorspace_out sRGB
>  name Colorspace6
>  selected true
>  xpos -1259
>  ypos 136
> }
> set N9238d800 [stack 0]
> Saturation {
>  saturation 0
>  name Saturation3
>  selected true
>  xpos -1382
>  ypos 212
> }
> Shuffle {
>  green red
>  blue red
>  alpha red
>  name Shuffle5
>  selected true
>  xpos -1382
>  ypos 238
> }
> Invert {
>  name Invert4
>  selected true
>  xpos -1382
>  ypos 264
> }
> push $N9238d800
> secondaryColour2 {
>  name SeondaryColour
>  note_font Arial
>  selected true
>  xpos -1107
>  ypos 233
>  RedKnob {0.5 0 0}
>  vibrancyControls 0
> }
> push $N9238d800
> Merge2 {
>  inputs 2+1
>  name Merge5
>  selected true
>  xpos -1259
>  ypos 319
> }
> Colorspace {
>  colorspace_in sRGB
>  name Colorspace7
>  selected true
>  xpos -1259
>  ypos 360
> }
> push 0
> Merge2 {
>  inputs 2
>  operation difference
>  name Merge3
>  selected true
>  xpos -1493
>  ypos 447
> }
> 
> 
> On Tue, Apr 11, 2017 at 3:21 PM, Mario Maruska <majomaru...@gmail.com 
> <mailto:majomaru...@gmail.com>> wrote:
> Gives me a "vibrancy" error, gizmo/plugin within gizmo ?
> 
> On Tue, Apr 11, 2017 at 3:43 PM motion artist <motionarti...@gmail.com 
> <mailto:motionarti...@gmail.com>> wrote:
> Forgot to include the selective colour settings in PS.
> 
> Let me know what you guys think
> 
> 
> All the best
> 
> Stepan
> 
> On Tue, Apr 11, 2017 at 2:41 PM, motion artist <motionarti...@gmail.com 
> <mailto:motionarti...@gmail.com>> wrote:
> Ok so this might be a complete accident but I seemed to have gotten a result 
> in nuke that is in the ballpark of the result in PS. Here are some stills 
> with the results and settings. 
> 
> set cut_paste_input [stack 0]
> version 10.5 v1
> push $cut_paste_input
> Colorspace {
>  colorspace_out sRGB
>  name Colorspace1
>  selected true
>  xpos -1214
>  ypos -69
> }
> set N9017ac00 [stack 0]
> Saturation {
>  saturation 0
>  name Saturation2
>  selected true
>  xpos -1337
>  ypos 7
> }
> Shuffle {
>  green red
>  blue red
>  alpha red
>  name Shuffle1
>  selected true
>  xpos -1337
>  ypos 33
> }
> Invert {
>  name Invert1
>  selected true
>  xpos -1337
>  ypos 59
> }
> push $N9017ac00
> Group {
>  name SeondaryColour1
>  note_font Arial
>  selected true
>  xpos -1093
>  ypos 42
>  mapsize {0.15 0.15}
>  addUserKnob {20 User l Grade}
>  addUserKnob {18 RedKnob l Red R 0 2}
>  RedKnob {0.5 0 0}
>  addUserKnob {6 RedKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressR l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['RedKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 GreenKnob l Green R 0 2}
>  GreenKnob {0 1 0}
>  addUserKnob {6 GreenKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressG l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['GreenKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 BlueKnob l Blue R 0 2}
>  BlueKnob {0 0 1}
>  addUserKnob {6 BlueKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressB l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['BlueKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {26 ""}
>  addUserKnob {18 CyanKnob l Cyan R 0 2}
>  CyanKnob {0 1 1}
>  addUserKnob {6 CyanKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>

Re: [Nuke-users] Selective colour in nuke

2017-04-11 Thread Howard Jones
Not sure I left that as a gizmo inside the Secondary Colour - I may have still 
been developing it 
Anyway here’s the missng Gizmo

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 11 Apr 2017, at 15:21, Mario Maruska <majomaru...@gmail.com> wrote:
> 
> Gives me a "vibrancy" error, gizmo/plugin within gizmo ?
> 
> On Tue, Apr 11, 2017 at 3:43 PM motion artist <motionarti...@gmail.com 
> <mailto:motionarti...@gmail.com>> wrote:
> Forgot to include the selective colour settings in PS.
> 
> Let me know what you guys think
> 
> 
> All the best
> 
> Stepan
> 
> On Tue, Apr 11, 2017 at 2:41 PM, motion artist <motionarti...@gmail.com 
> <mailto:motionarti...@gmail.com>> wrote:
> Ok so this might be a complete accident but I seemed to have gotten a result 
> in nuke that is in the ballpark of the result in PS. Here are some stills 
> with the results and settings. 
> 
> set cut_paste_input [stack 0]
> version 10.5 v1
> push $cut_paste_input
> Colorspace {
>  colorspace_out sRGB
>  name Colorspace1
>  selected true
>  xpos -1214
>  ypos -69
> }
> set N9017ac00 [stack 0]
> Saturation {
>  saturation 0
>  name Saturation2
>  selected true
>  xpos -1337
>  ypos 7
> }
> Shuffle {
>  green red
>  blue red
>  alpha red
>  name Shuffle1
>  selected true
>  xpos -1337
>  ypos 33
> }
> Invert {
>  name Invert1
>  selected true
>  xpos -1337
>  ypos 59
> }
> push $N9017ac00
> Group {
>  name SeondaryColour1
>  note_font Arial
>  selected true
>  xpos -1093
>  ypos 42
>  mapsize {0.15 0.15}
>  addUserKnob {20 User l Grade}
>  addUserKnob {18 RedKnob l Red R 0 2}
>  RedKnob {0.5 0 0}
>  addUserKnob {6 RedKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressR l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['RedKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 GreenKnob l Green R 0 2}
>  GreenKnob {0 1 0}
>  addUserKnob {6 GreenKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressG l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['GreenKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 BlueKnob l Blue R 0 2}
>  BlueKnob {0 0 1}
>  addUserKnob {6 BlueKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressB l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['BlueKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {26 ""}
>  addUserKnob {18 CyanKnob l Cyan R 0 2}
>  CyanKnob {0 1 1}
>  addUserKnob {6 CyanKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressC l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['CyanKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 MagentaKnob l Magenta R 0 2}
>  MagentaKnob {1 0 1}
>  addUserKnob {6 MagentaKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressM l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['MagentaKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {18 YellowKnob l Yellow R 0 2}
>  YellowKnob {1 1 0}
>  addUserKnob {6 YellowKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {22 suppressY l suppress -STARTLINE T 
> "n=nuke.thisNode()\nn\['YellowKnob'].setValue(\[0.18,0.18,0.18])"}
>  addUserKnob {26 ""}
>  addUserKnob {18 BlackKnob l Black R -0.5 0.5}
>  BlackKnob {0 0 0}
>  addUserKnob {6 BlackKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {18 NeutralKnob l Neutral R 0 2}
>  NeutralKnob 1
>  addUserKnob {6 NeutralKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {18 WhiteKnob l White R 0 2}
>  WhiteKnob 1
>  addUserKnob {6 WhiteKnob_panelDropped l "panel dropped state" -STARTLINE 
> +HIDDEN}
>  addUserKnob {26 ""}
>  addUserKnob {6 blackClampMaster l "black clamp" +STARTLINE}
>  blackClampMaster true
>  addUserKnob {6 whiteClampMaster l "white clamp" -STARTLINE}
>  addUserKnob {26 ""}
>  addUserKnob {41 vibrancy T vibrancy1.vibrancy}
>  addUserKnob {20 vibrancyControls l "vibrancy controls" n 1}
>  vibrancyControls 0
>  addUserKnob {41 mode l "luminance math" T vibrancy1.mode}
>  addUserKnob {41 value l "adjust effect" T vibrancy1.value}
>  addUserKnob {41 viewMatte l "view matte" T vibrancy1.viewMatte}
>  addUserKnob {41 invertMask l "invert mask" -STARTLINE 

Re: [Nuke-users] Selective colour in nuke

2017-04-08 Thread Howard Jones
Sounds promising. 

You should wrap the node with the colourspace nodes. 
Should work fine that way. 

Will try here and maybe roll it into the Gizmo

Howard

> On 8 Apr 2017, at 5:14 pm, Deke Kincaid <dekekinc...@gmail.com> wrote:
> 
> The difference between how nuke and photoshop most likely has to do with the 
> colorspace it is done in(scene linear vs srgb or lab).  Try doing this in 
> other colorspaces in Nuke and converting it back.
> 
>> On Sat, Apr 8, 2017 at 9:02 AM, Stepan Z <motionarti...@gmail.com> wrote:
>> Hello Howard 
>> 
>> Thanks for doublechecking, thats what i found as-well! I think selective 
>> colour on relative in photoshop just does something completely different. 
>> I'll keep playing around with it and see what i find! 
>> 
>> Thanks for your help!
>> 
>> All the best 
>> 
>> Stepan
>> 
>>> On 6 Apr 2017, at 19:44, Howard Jones <how...@axis-vfx.com> wrote:
>>> 
>>> Hi Stepan
>>> 
>>> Had a chance to have a look at the regrading is done like this
>>> 
>>> The image is split into its Primaries, secondaries and tertiaries and these 
>>> create mattes. 
>>> 
>>> These mattes are then multiplied by the colour - so from this I would think 
>>> that this already is a relative grade as, for example only 50% red is 
>>> applied to a 50% matte.
>>> 
>>> Cheers
>>> 
>>> Howard Jones
>>> Visual Effects Supervisor
>>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>> 
>>>> On 1 Apr 2017, at 19:30, Howard Jones <how...@axis-vfx.com> wrote:
>>>> 
>>>> The main area is quite simple, once the image has been split up into its 
>>>> primaries, secondaries and tertiaries, you have a set of mattes which are 
>>>> coloured back to the original colour. This is done with an offset from 
>>>> memory. This is already multiplied by the matte so it may already be 
>>>> relative. Not sure. 
>>>> 
>>>> If not it may be a case of multiplying a constant by the matte. However I 
>>>> think I used to do that and it didn't handle values greater than 1. 
>>>> 
>>>> Anyway at the moment I haven't worked out how to do this without an 
>>>> expression node, which maybe the answer anyway. 
>>>> 
>>>> Howard
>>>> 
>>>>> On 31 Mar 2017, at 5:50 pm, Howard Jones <how...@axis-vfx.com> wrote:
>>>>> 
>>>>> Ok 
>>>>> Send anything back please and I can update the tool. 
>>>>> 
>>>>> Howard
>>>>> 
>>>>>> On 31 Mar 2017, at 5:34 pm, motion artist <motionarti...@gmail.com> 
>>>>>> wrote:
>>>>>> 
>>>>>> Thanks Howard! I'll experiment and see what I manage to come up with! 
>>>>>> 
>>>>>> All the best
>>>>>> 
>>>>>> Stepan
>>>>>> 
>>>>>>> On Thu, Mar 30, 2017 at 5:53 PM, Howard Jones <how...@axis-vfx.com> 
>>>>>>> wrote:
>>>>>>> Found this, I’d have to have a think but don’t wait up for it.
>>>>>>> 
>>>>>>> https://www.dpreview.com/forums/post/26485128
>>>>>>> 
>>>>>>>> Relative - Changes the existing amount of cyan, magenta, yellow, or 
>>>>>>>> black by its percentage of the total. For example, if you start with a 
>>>>>>>> pixel that is 50% magenta and add 10%, 5% is added to the magenta (10% 
>>>>>>>> of 50% = 5%) for a total of 55% magenta. (This option cannot adjust 
>>>>>>>> pure specular white, which contains no color components.)
>>>>>>>> Absolute - Adjusts the color in absolute values. For example, if you 
>>>>>>>> start with a pixel that is 50% magenta and add 10%, the magenta ink is 
>>>>>>>> set to a total of 60%.
>>>>>>>> 
>>>>>>>> Note: The adjustment is based on how close a color is to one of the 
>>>>>>>> options in the Colors menu. For example, 50% magenta is midway between 
>>>>>>>> white and pure magenta and receives a proportionate mix of corrections 
>>>>>>>> defined for the two colors.
>>>>>>>> 
>>>>>>> 
>>>>>>> Howard Jones
>>

Re: [Nuke-users] Selective colour in nuke

2017-04-06 Thread Howard Jones
Hi Stepan

Had a chance to have a look at the regrading is done like this

The image is split into its Primaries, secondaries and tertiaries and these 
create mattes. 

These mattes are then multiplied by the colour - so from this I would think 
that this already is a relative grade as, for example only 50% red is applied 
to a 50% matte.

Cheers

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 1 Apr 2017, at 19:30, Howard Jones <how...@axis-vfx.com> wrote:
> 
> The main area is quite simple, once the image has been split up into its 
> primaries, secondaries and tertiaries, you have a set of mattes which are 
> coloured back to the original colour. This is done with an offset from 
> memory. This is already multiplied by the matte so it may already be 
> relative. Not sure. 
> 
> If not it may be a case of multiplying a constant by the matte. However I 
> think I used to do that and it didn't handle values greater than 1. 
> 
> Anyway at the moment I haven't worked out how to do this without an 
> expression node, which maybe the answer anyway. 
> 
> Howard
> 
> On 31 Mar 2017, at 5:50 pm, Howard Jones <how...@axis-vfx.com 
> <mailto:how...@axis-vfx.com>> wrote:
> 
>> Ok 
>> Send anything back please and I can update the tool. 
>> 
>> Howard
>> 
>> On 31 Mar 2017, at 5:34 pm, motion artist <motionarti...@gmail.com 
>> <mailto:motionarti...@gmail.com>> wrote:
>> 
>>> Thanks Howard! I'll experiment and see what I manage to come up with! 
>>> 
>>> All the best
>>> 
>>> Stepan
>>> 
>>> On Thu, Mar 30, 2017 at 5:53 PM, Howard Jones <how...@axis-vfx.com 
>>> <mailto:how...@axis-vfx.com>> wrote:
>>> Found this, I’d have to have a think but don’t wait up for it.
>>> 
>>> https://www.dpreview.com/forums/post/26485128 
>>> <https://www.dpreview.com/forums/post/26485128>
>>> 
>>>> Relative - Changes the existing amount of cyan, magenta, yellow, or black 
>>>> by its percentage of the total. For example, if you start with a pixel 
>>>> that is 50% magenta and add 10%, 5% is added to the magenta (10% of 50% = 
>>>> 5%) for a total of 55% magenta. (This option cannot adjust pure specular 
>>>> white, which contains no color components.)
>>>> Absolute - Adjusts the color in absolute values. For example, if you start 
>>>> with a pixel that is 50% magenta and add 10%, the magenta ink is set to a 
>>>> total of 60%.
>>>> 
>>>> Note: The adjustment is based on how close a color is to one of the 
>>>> options in the Colors menu. For example, 50% magenta is midway between 
>>>> white and pure magenta and receives a proportionate mix of corrections 
>>>> defined for the two colors.
>>>> 
>>> 
>>> Howard Jones
>>> Visual Effects Supervisor
>>> m: 07973 265624 | e: how...@axis-vfx.com <mailto:how...@axis-vfx.com> | w: 
>>> www.axis-vfx.com <http://www.axis-vfx.com/>
>>>> On 30 Mar 2017, at 16:54, motion artist <motionarti...@gmail.com 
>>>> <mailto:motionarti...@gmail.com>> wrote:
>>>> 
>>>> Hello again
>>>> 
>>>> So the Secondary Colour works a treat, but I was wondering how to 
>>>> implement the Relative vs Absolute option that the PS selective colour has 
>>>> in Nuke. It doesn't seem like anyone from the photoshop community knows 
>>>> exactly how this works. Has anybody tried reverse engineering that?
>>>> 
>>>> Appreciate all the help
>>>> 
>>>> All the best
>>>> 
>>>> Stepan
>>>> ___
>>>> Nuke-users mailing list
>>>> Nuke-users@support.thefoundry.co.uk 
>>>> <mailto:Nuke-users@support.thefoundry.co.uk>, 
>>>> http://forums.thefoundry.co.uk/ <http://forums.thefoundry.co.uk/>
>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users 
>>>> <http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users>
>>> 
>>> 
>>> 
>>> A X I S V F X
>>> The Bottle Yard Studios
>>> Whitchurch Lane
>>> Bristol BS14 0BH
>>>  
>>> axis-vfx.com <http://axis-vfx.com/>
>>> ___
>>> Nuke-users mailing list
>>> Nuke-users@support.thefoundry.co.uk 
>>> <mailto:Nuke-users@support.thefo

Re: [Nuke-users] Selective colour in nuke

2017-04-01 Thread Howard Jones
The main area is quite simple, once the image has been split up into its 
primaries, secondaries and tertiaries, you have a set of mattes which are 
coloured back to the original colour. This is done with an offset from memory. 
This is already multiplied by the matte so it may already be relative. Not 
sure. 

If not it may be a case of multiplying a constant by the matte. However I think 
I used to do that and it didn't handle values greater than 1. 

Anyway at the moment I haven't worked out how to do this without an expression 
node, which maybe the answer anyway. 

Howard

> On 31 Mar 2017, at 5:50 pm, Howard Jones <how...@axis-vfx.com> wrote:
> 
> Ok 
> Send anything back please and I can update the tool. 
> 
> Howard
> 
>> On 31 Mar 2017, at 5:34 pm, motion artist <motionarti...@gmail.com> wrote:
>> 
>> Thanks Howard! I'll experiment and see what I manage to come up with! 
>> 
>> All the best
>> 
>> Stepan
>> 
>>> On Thu, Mar 30, 2017 at 5:53 PM, Howard Jones <how...@axis-vfx.com> wrote:
>>> Found this, I’d have to have a think but don’t wait up for it.
>>> 
>>> https://www.dpreview.com/forums/post/26485128
>>> 
>>>> Relative - Changes the existing amount of cyan, magenta, yellow, or black 
>>>> by its percentage of the total. For example, if you start with a pixel 
>>>> that is 50% magenta and add 10%, 5% is added to the magenta (10% of 50% = 
>>>> 5%) for a total of 55% magenta. (This option cannot adjust pure specular 
>>>> white, which contains no color components.)
>>>> Absolute - Adjusts the color in absolute values. For example, if you start 
>>>> with a pixel that is 50% magenta and add 10%, the magenta ink is set to a 
>>>> total of 60%.
>>>> 
>>>> Note: The adjustment is based on how close a color is to one of the 
>>>> options in the Colors menu. For example, 50% magenta is midway between 
>>>> white and pure magenta and receives a proportionate mix of corrections 
>>>> defined for the two colors.
>>>> 
>>> 
>>> Howard Jones
>>> Visual Effects Supervisor
>>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>> 
>>>> On 30 Mar 2017, at 16:54, motion artist <motionarti...@gmail.com> wrote:
>>>> 
>>>> Hello again
>>>> 
>>>> So the Secondary Colour works a treat, but I was wondering how to 
>>>> implement the Relative vs Absolute option that the PS selective colour has 
>>>> in Nuke. It doesn't seem like anyone from the photoshop community knows 
>>>> exactly how this works. Has anybody tried reverse engineering that?
>>>> 
>>>> Appreciate all the help
>>>> 
>>>> All the best
>>>> 
>>>> Stepan
>>>> ___
>>>> Nuke-users mailing list
>>>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>> 
>>> 
>>> 
>>> 
>>> A X I S V F X
>>> The Bottle Yard Studios
>>> Whitchurch Lane
>>> Bristol BS14 0BH
>>>  
>>> axis-vfx.com
>>> 
>>> ___
>>> Nuke-users mailing list
>>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> 
>> ___
>> Nuke-users mailing list
>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

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Whitchurch Lane

Bristol BS14 0BH

 

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Re: [Nuke-users] Selective colour in nuke

2017-03-30 Thread Howard Jones
Found this, I’d have to have a think but don’t wait up for it.

https://www.dpreview.com/forums/post/26485128

> Relative - Changes the existing amount of cyan, magenta, yellow, or black by 
> its percentage of the total. For example, if you start with a pixel that is 
> 50% magenta and add 10%, 5% is added to the magenta (10% of 50% = 5%) for a 
> total of 55% magenta. (This option cannot adjust pure specular white, which 
> contains no color components.)
> Absolute - Adjusts the color in absolute values. For example, if you start 
> with a pixel that is 50% magenta and add 10%, the magenta ink is set to a 
> total of 60%.
> 
> Note: The adjustment is based on how close a color is to one of the options 
> in the Colors menu. For example, 50% magenta is midway between white and pure 
> magenta and receives a proportionate mix of corrections defined for the two 
> colors.
> 

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 30 Mar 2017, at 16:54, motion artist <motionarti...@gmail.com> wrote:
> 
> Hello again
> 
> So the Secondary Colour works a treat, but I was wondering how to implement 
> the Relative vs Absolute option that the PS selective colour has in Nuke. It 
> doesn't seem like anyone from the photoshop community knows exactly how this 
> works. Has anybody tried reverse engineering that?
> 
> Appreciate all the help
> 
> All the best
> 
> Stepan
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


-- 



*A X I S V F X*

The Bottle Yard Studios

Whitchurch Lane

Bristol BS14 0BH

 

axis-vfx.com
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Re: [Nuke-users] Selective colour in nuke

2017-03-30 Thread Howard Jones
Yes - I did and it’s called secondaryColour.

I much prefer it to the Hue correct as it is very clean, as it’s all done with 
subtraction, shuffles, and max/mins internally.

Splits the image into RGB, CMY, BNW and you can change each of those to any 
colour you want.

It’s on Nukepedia. 

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 30 Mar 2017, at 13:27, Martin Constable <jackyoungbl...@me.com> wrote:
> 
> Am a matter of interest, why do you want this?
> 
> I am a fan of Selective Color in PS as well. It is the only decent Hue tool 
> in PS. However… in Nuke we have the great Hue Correct, which, as far as I can 
> see, does a better job of the same task. 
> 
> 
> Martin Constable
> 
> 
>> On 30 Mar 2017, at 6:29 PM, motion artist <motionarti...@gmail.com> wrote:
>> 
>> Hello 
>> 
>> I was wondering if anyone has tried rebuilding the selective color operator 
>> in photoshop inside of nuke? Or maybe there are gizmos that are working in 
>> the same way? A quick google search doesn't seem to give much result in 
>> terms of the actual technicalities of how that operator works.
>> 
>> Thanks for the help!
>> 
>> Stepan
>> 
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Re: [Nuke-users] Ext with log color space

2017-03-29 Thread Howard Jones
But you are making a series of assumptions about their post pipeline. It 
doesn't stop with us, it stops at delivery. 

And it's an assumption that the client doesn't know what they are talking about 
or haven't tested and been satisfied with the colour pipe they are going down. 

IMHO it's about fitting in with a larger post production pipe than just the 
VFX. 

Howard

> On 29 Mar 2017, at 5:40 pm, Andrew Mumford <a_mumf...@mac.com> wrote:
> 
> IMNSHO this is how "we" got into this goddamn cluster with color in general 
> in the brave new world of digital color ... by just letting clients have 
> whatever they want just because they ask for it and we as an industry, fall 
> over the apple cart trying not to upset anyone and break the cart anyway.
> 
> If they must have it then they get it but at least tell them that "to my best 
> knowledge" this will lose some information and send them both dpx & "client" 
> exr & "linear" extra for one shot with overbrights and darks and ask them to 
> verify that's what they want.
> 
> 
> 
> Sent from my iPhone
> 
>> On Mar 23, 2017, at 20:46, J Bills <djbi...@hotmail.com> wrote:
>> 
>> Agreed.  If they want it, that's what they get!  Nothing wrong with 
>> diplomatically flagging it as "not what we usually do" and sending a test 
>> frame to ask if it's what they were expecting before you run the whole lot.
>> 
>> 
>> From: nuke-users-boun...@support.thefoundry.co.uk 
>> <nuke-users-boun...@support.thefoundry.co.uk> on behalf of Howard Jones 
>> <how...@axis-vfx.com>
>> Sent: Tuesday, March 21, 2017 1:35 AM
>> To: Nuke user discussion
>> Subject: Re: [Nuke-users] Ext with log color space
>>  
>> Assuming they haven't made a mistake I would give them what they asked for. 
>> 
>> For one show I'm delivering linear DPX. 
>> 
>> Howard
>> 
>> > On 20 Mar 2017, at 8:13 pm, chris <ze.m...@gmx.net> wrote:
>> > 
>> >> On 3/20/17 at 8:48 PM, dekekinc...@gmail.com (Deke Kincaid) wrote:
>> >> Many facilities deliver EXR files with DI mattes.  This is quite common
>> >> these days especially since Baselight and other DI products now properly
>> >> read multi channel exr files.
>> > 
>> > ah, good to know this gets more common. usually I had to deliver masks as 
>> > extra sequences which got a bit messy.
>> > now the question is, do we render those masks with log encoding ;)
>> > 
>> > chris
>> > 
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Re: [Nuke-users] [OT] UHD Monitor for Comping

2017-03-21 Thread Howard Jones
I have a 4K but run it at about 3K for most purposes. I switch to 4K when 
needed. 

That's mac though

Howard

> On 20 Mar 2017, at 5:11 pm, Igor Majdandzic  
> wrote:
> 
> Ok, 2k it is. :)
> 
> 
> Send from the Road
> 
> Igor Majdandzic
> Compositor, TD, Supervisor
> @Chimney Frankfurt
> 
> Am 20.03.2017 5:34 nachm. schrieb Sven Schönmann :
> Marten is right. I bought a 4K monitor for my windows workstation and had to 
> sell it after a week. Everything in the GUI is so tiny-tiny-small that I had 
> to guide my wacom pen in one hand with the other hand to be able to click the 
> checkboxes in the shuffle node! ;)
> 
> Cheers
> 
> Sven
> 
> 
> On Mon, Mar 20, 2017 at 5:25 PM, Marten Blumen  wrote:
> 4K monitors and Nuke are a less than optimal combination currently, until 
> hDPI is supported properly.
> 
> On 21 March 2017 at 05:12, Igor Majdandzic  wrote:
> Hey guys, 
> I am about to purchase a new monitor, the LG27MU67-B.
> 
> Any experience with big resolution monitors and nuke? All will be under win10.
> 
> Cheers,
> Igor
> 
> 
> 
> Send from the Road
> 
> Igor Majdandzic
> Compositor, TD, Supervisor
> @Chimney Frankfurt
> 
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Re: [Nuke-users] nuke viewr pixel value display issue

2017-03-14 Thread Howard Jones
I have the same - I forget when it came in but I am looking at Nuke9 at the mo.

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 14 Mar 2017, at 22:08, Jason Huang <jasonhuang1...@gmail.com> wrote:
> 
> Hi guys,
> 
> Not sure when and how did this happen and if it has to do with me upgrading 
> to dual 4k monitors, but I have had this issue where rightmost corner of the 
> viewer is kinda chopped and I can't see the full 4 or 5 digit of the pixel 
> "value" (as seen in the attachment below where I can only read the 1st digit).
> 
> 
> 
> I have experienced this on Windows 7 and Windows 10 and am running Nuke 10v5.
> 
> Thanks,
> Jason
> ​
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Re: [Nuke-users] nuke download?!

2017-03-07 Thread Howard Jones
Couldn't even find nuke render lics prices any where today. New site is 
somewhat frustrating. 

Howard

> On 7 Mar 2017, at 6:19 pm, Dan Grover  wrote:
> 
> I had exactly the same problem today (for CaraVR). I emailed support and was 
> given this link:
> 
> https://www.foundry.com/products/cara-vr-nuke/download/
> 
> It works perfectly, no logging in required etc, but I couldn't for the life 
> of me find it myself. It does seem odd that it's getting such a seemingly 
> universally negative response. 
> 
>> On Tue, Mar 7, 2017 at 5:29 PM, Gary Jaeger  wrote:
>> Ah, your right! Under “Help”
>> 
>> Erik had it right…
>> 
>> Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
>> http://corestudio.com
>> 
>>> On Mar 7, 2017, at 9:23 AM, Deke Kincaid  wrote:
>>> 
>>> I complained to one of the sales guys and apparently it is hidden way at 
>>> the bottom in the bottom left corner set of columns of links and there is 
>>> one called "product downloads".
>>> 
>>> Just about the last place I ever thought of looking.
>>> 
>>> 
 On Tue, Mar 7, 2017 at 8:32 AM Gary Jaeger  wrote:
 Thanks you guys. In desperation I just clicked on the "Download trial" 
 button and it downloaded the release version?!? I guess all they have to 
 do is change the art on the button to just say “Download”
 
 Ok...
 
 Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
 http://corestudio.com
 
> On Mar 7, 2017, at 8:23 AM, adam jones  wrote:
> 
> hey there 
> 
> this has recently fucked me over also.
> 
> i am not sure if this will work but……
> 
> 
> https://www.thefoundry.co.uk/products/download_product.php?file=Nuke10.5v2-mac-x86-release-64.dmg_type=standard
> 
> 
> https://www.thefoundry.co.uk/products/download_product.php?file=Nuke10.5v2-linux-x86-release-64.tgz_type=standard
> 
> 
> 
> https://www.thefoundry.co.uk/products/download_product.php?file=Nuke10.5v2-win-x86-release-64.zip_type=standard
> 
> 
> being that we purchased on line these are the links we have.
> 
> re the foundry, we missed a deadline due to this screw 
> 
> 
> 
> 
> 
>> On 8 Mar 2017, at 3:12 AM, Gary Jaeger  wrote:
>> 
>> Wow, this new site…
>> 
>> so I’m searching for what used to be front and center - the download 
>> button. I’ve been looking for a while and now I’m laughing. I seriously 
>> can’t find where to download 10.5. I’m logged in. Am I supposed to 
>> “Download Trial”? I can download the Release notes, which is lovely. I 
>> tried a search (Search for anything) but no matter what I type nothing 
>> shows up in the text field. 
>> 
>> Anybody have a direct link? Maybe I’ll try the trial link...
>> 
>> Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
>> http://corestudio.com
>> 
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Re: [Nuke-users] .cc file failing to load saturation

2017-02-27 Thread Howard Jones
Thanks - I found that just now.
The SATNode is in the original CDL which has been extraced from an EDL by 
express dailies from colour front.
So looks like I’ll have to rewrite those to SatNode instead - thanks for the 
help
seems to be the issue.


Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 27 Feb 2017, at 13:46, Jimmy Christensen <ji...@ghost.dk> wrote:
> 
> Nuke expects "SatNode" and not "SATNode". Not sure which one is correct.
> 
> Best Regards
> Jimmy Christensen
> Developer
> Ghost A/S
> 
> On 27/02/17 14:07, Howard Jones wrote:
>> Hi
>> 
>> We have a CDL which we would like to get into Nuke.
>> So far we can’t find a node that can read CDLs (J-Ops fails too)
>> 
>> We are trying cdl_convert which all looks good in OCIOconvert except
>> Nuke ignores the saturation parameter
>> Has any one got a good way of bringing in CDLs?
>> 
>> I have attached both the converted .cc and the original CDL
>> 
>> All help greatly appreciated!!
>> *
>> Howard **Jones*
>> Visual Effects Supervisor
>> m: 07973 265624 | e: how...@axis-vfx.com
>> <mailto:how...@axis-vfx.com> | w: www.axis-vfx.com <http://www.axis-vfx.com>
>> 
>> *
>> *
>> 
>> *A X I S V F X*
>> 
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>> 
>> __
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>> 
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>> 
>> 
>> 
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>> 
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>> 
>> 
>> 
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[Nuke-users] .cc file failing to load saturation

2017-02-27 Thread Howard Jones
Hi

We have a CDL which we would like to get into Nuke.
So far we can’t find a node that can read CDLs (J-Ops fails too)

We are trying cdl_convert which all looks good in OCIOconvert except Nuke 
ignores the saturation parameter
Has any one got a good way of bringing in CDLs?

I have attached both the converted .cc and the original CDL

All help greatly appreciated!!

Howard Jones
Visual Effects Supervisor
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CDL_converted.cc
Description: Binary data


CDL_original.cdl
Description: Binary data
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Re: [Nuke-users] NukeX 10.0v6 and Sapphire OFX 10.000 crashing

2017-02-22 Thread Howard Jones
Well it's nice to know that after 17 years of using Sapphire on 3 compositing 
packages it still has to have a crop ;0

Howard

> On 22 Feb 2017, at 5:28 pm, Sven Schönmann <sven.schoenm...@gmail.com> wrote:
> 
> Finally found the problem. Cropping the image was the right direction. But be 
> shure to deselect the "Black Outside" option in the crop (or use a reformat). 
> Even the one pixel bounding box created by the crop leads to nonstop crashing 
> on my machine.
> 
> Thanks again Howard...you saved me a lot of headache!
> 
> Sven
>  
> 
>> On Wed, Feb 22, 2017 at 5:46 PM, Sven Schönmann <sven.schoenm...@gmail.com> 
>> wrote:
>> Hi Howard,
>> 
>> that might be the trick. I had problems with a specific clip earlier which 
>> was pre-rendered with autocrop. After manually resetting the bounding box to 
>> the full frame it seemed to me that the crashes became less. I'm gonna check 
>> my script about bounding boxes...but that might be it!
>> 
>> Thank you!
>> 
>> Sven
>> 
>> 
>>> On Wed, Feb 22, 2017 at 5:39 PM, Howard Jones <how...@axis-vfx.com> wrote:
>>> Put a crop before the spahirre plugin - the rotos may be changing Bounding 
>>> boxes and I’m not convinced Saphirre likes that
>>> 
>>> Howard Jones
>>> Visual Effects Supervisor
>>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>> 
>>>> On 22 Feb 2017, at 16:21, Sven Schönmann <sven.schoenm...@gmail.com> wrote:
>>>> 
>>>> Hi everyone,
>>>> 
>>>> I got massive problems with using the Sapphire OFX plugins in Nuke. Hard 
>>>> crashing without any error message or something every 2-3 minutes. Using 
>>>> the versions mentioned in the subject line. Tried also different Nuke 
>>>> versions and downgraded to Sapphire Version 9.03. Same issues. 
>>>> 
>>>> Are there any known problems with Sapphire I'm not aware of? I'm not even 
>>>> working IN the Sapphire Nodes, just tweaking mattes and rotos that affect 
>>>> the Sapphire nodes eventually.
>>>> 
>>>> Out of ideas...
>>>> 
>>>> Cheers
>>>> 
>>>> Sven
>>>> 
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>>> 
>>> 
>>> 
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Re: [Nuke-users] NukeX 10.0v6 and Sapphire OFX 10.000 crashing

2017-02-22 Thread Howard Jones
Put a crop before the spahirre plugin - the rotos may be changing Bounding 
boxes and I’m not convinced Saphirre likes that

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 22 Feb 2017, at 16:21, Sven Schönmann <sven.schoenm...@gmail.com> wrote:
> 
> Hi everyone,
> 
> I got massive problems with using the Sapphire OFX plugins in Nuke. Hard 
> crashing without any error message or something every 2-3 minutes. Using the 
> versions mentioned in the subject line. Tried also different Nuke versions 
> and downgraded to Sapphire Version 9.03. Same issues. 
> 
> Are there any known problems with Sapphire I'm not aware of? I'm not even 
> working IN the Sapphire Nodes, just tweaking mattes and rotos that affect the 
> Sapphire nodes eventually.
> 
> Out of ideas...
> 
> Cheers
> 
> Sven
> 
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Re: [Nuke-users] aePremult

2017-02-20 Thread Howard Jones
Premult FG with alpha, BG with inverted alpha. Subtract BG from FG. 

If I remember right

Howard

> On 20 Feb 2017, at 6:02 pm, Gary Jaeger  wrote:
> 
> Anybody know of an alternative to aePremult that works in 10? I see 
> ColorPremult on nukepedia but it won’t load for me in 10. Thanks!
> 
> Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
> http://corestudio.com
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[Nuke-users] Re: [OT] 3-4 weeks Comp work

2017-02-16 Thread Howard Jones
Sorry I mean

ellaas...@axis-vfx.com <mailto:ellaas...@axis-vfx.com>

Thanks

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 16 Feb 2017, at 15:36, Howard Jones <how...@axis-vfx.com> wrote:
> 
> Hi 
> Sorry for the noise…
> 
> Anyone interested in 3-4 weeks comp work around March in either Bristol or 
> Glasgow (UK) please contact
> ella.as...@axis-vfx.com <mailto:ella.as...@axis-vfx.com>
> 
> Must have permission to work in UK.
> 
> 
> Many thanks
> 
> End of noise
> 
> Howard Jones
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com <mailto:how...@axis-vfx.com> | w: 
> www.axis-vfx.com <http://www.axis-vfx.com/>


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[Nuke-users] [OT] 3-4 weeks Comp work

2017-02-16 Thread Howard Jones
Hi 
Sorry for the noise…

Anyone interested in 3-4 weeks comp work around March in either Bristol or 
Glasgow (UK) please contact
ella.as...@axis-vfx.com <mailto:ella.as...@axis-vfx.com>

Must have permission to work in UK.


Many thanks

End of noise

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com


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Re: [Nuke-users] Mixing footage with different PARs (Pixel Aspect Ratio)

2017-02-16 Thread Howard Jones
Developing on what Frank said…

This is a question I always ask applicants…"When should you premultiply an 
image”. 

Everyone knows when you unpremultiply (grading etc) but the premultiply usually 
gets them.
The answer is (at least) when you apply some sort of filter - blurs are the 
most obvious but this case is also included.

If you resize/distort before you pull the key you are adding an extra filter to 
the pixels which will affect the edge pixels between the FG and GS background.
If you key first -> premult (if not already) -> resize you get better keying. 

So I always teach that you key first then apply transforms/blurs etc…
Attached is a clear example - transforms/reformats are a more subtle version of 
the same issue.

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

set cut_paste_input [stack 0]
version 8.0 v6
ColorWheel {
 inputs 0
 format "1920 1080 0 0 1920 1080 1 HD"
 gamma 0.45
 name ColorWheel1
 selected true
 xpos -609
 ypos 49
}
Constant {
 inputs 0
 color {0 0.18 0 0}
 format "1920 1080 0 0 1920 1080 1 HD"
 name Constant1
 selected true
 xpos -756
 ypos 42
}
Merge2 {
 inputs 2
 also_merge all
 name Merge1
 selected true
 xpos -756
 ypos 192
}
set N272982a0 [stack 0]
Dot {
 name Dot1
 selected true
 xpos -791
 ypos 301
}
set N222cfb40 [stack 0]
Primatte3 {
 data { 5
0 30234 0
65552
0 5
30234 30234 30234 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
62610.5 51924.2 63740.3 130560 29931.7 130560 67594.9 130560 130560 54507.8 
130560 130560 130560 36601 29607.6 130560 130560 37640.2 28902.9 70357.7 130560 
130560 130560 130560 45538 76605.6 130560 130560 130560 130560 130560 130560 
58657.1 57368 74691.7 24586.9 130560 130560 130560 130560 78099.9 32000.7 
130560 130560 130560 130560 130560 130560 130560 130560 130560 48726.9 33024.8 
54468 130560 130560 130560 130560 130560 130560 130560 130560 130560 37876.2 
25811.6 27999
62610.5 51924.2 63740.3 130560 29931.7 130560 67594.9 130560 130560 54507.8 
130560 130560 130560 36601 29607.6 130560 130560 37640.2 28902.9 70357.7 130560 
130560 130560 130560 45538 76605.6 130560 130560 130560 130560 130560 130560 
58657.1 57368 74691.7 24586.9 130560 130560 130560 130560 78099.9 32000.7 
130560 130560 130560 130560 130560 130560 130560 130560 130560 48726.9 33024.8 
54468 130560 130560 130560 130560 130560 130560 130560 130560 130560 37876.2 
25811.6 27999
-0.100098 -5.10213e+13 -5.10213e+13 3023.4 5.15366e+13 5.15366e+13
-0.100098 -9.60827e+12 -9.60827e+12 3023.4 9.70531e+12 9.70531e+12
-0.0998535 -8.85095e+13 -8.85095e+13 -3023.4 -5.15366e+13 -5.15366e+13
-0.0998535 -1.95939e+13 -1.95939e+13 -3023.4 -1.1409e+13 -1.1409e+13
-0.100098 -1.25055e+13 -1.25055e+13 3023.4 1.26318e+13 1.26318e+13
-0.100098 -2.35502e+12 -2.35502e+12 3023.4 2.37881e+12 2.37881e+12
-0.0998535 -3.08712e+13 -3.08712e+13 -3023.4 -1.79754e+13 -1.79754e+13
-0.0998535 -6.83416e+12 -6.83416e+12 -3023.4 -3.97934e+12 -3.97934e+12
-0.182617 -4.06321e+14 -4.06321e+14 2981.77 5.0827e+13 5.0827e+13
-0.182617 -4.06321e+14 -4.06321e+14 2981.77 5.0827e+13 5.0827e+13
-0.182617 -4.06321e+14 -4.06321e+14 -2981.77 -5.0827e+13 -5.0827e+13
-0.182617 -1.13364e+14 -1.13364e+14 -2981.77 -3.05385e+13 -3.05385e+13
-0.182617 -7.00732e+13 -7.00732e+13 2981.77 7.65082e+13 7.65082e+13
-0.182617 -1.13047e+13 -1.13047e+13 2981.77 1.7253e+13 1.7253e+13
-0.182617 -4.06321e+14 -4.06321e+14 -2981.77 -5.0827e+13 -5.0827e+13
-0.182617 -4.15241e+13 -4.15241e+13 -2981.77 -2.29466e+13 -2.29466e+13
-0.182373 -4.06321e+14 -4.06321e+14 2981.77 5.0827e+13 5.0827e+13
-0.182373 -5.27139e+13 -5.27139e+13 2981.77 8.04509e+13 8.04509e+13
-0.182617 -4.06321e+14 -4.06321e+14 -2981.77 -5.0827e+13 -5.0827e+13
-0.182617 -4.06321e+14 -4.06321e+14 -2981.77 -5.0827e+13 -5.0827e+13
-0.182373 -4.06321e+14 -4.06321e+14 2981.77 5.0827e+13 5.0827e+13
-0.182373 -2.03286e+13 -2.03286e+13 2981.77 2.21955e+13 2.21955e+13
-0.182617 -9.95334e+13 -9.95334e+13 -2981.77 -5.50031e+13 -5.50031e+13
-0.182617 -4.23091e+13 -4.23091e+13 -2981.77 -1.13974e+13 -1.13974e+13
-0.23584 -5.24559e+14 -5.24559e+14 2338.61 3.98637e+13 3.98637e+13
-0.23584 -5.24559e+14 -5.24559e+14 2338.61 3.98637e+13 3.98637e+13
-0.235596 -5.24559e+14 -5.24559e+14 -2338.61 -3.98637e+13 -3.98637e+13
-0.235596 -5.24559e+14 -5.24559e+14 -2338.61 -3.98637e+13 -3.98637e+13
-0.23584 -5.24559e+14 -5.24559e+14 2338.61 3.98637e+13 3.98637e+13
-0.23584 -9.14883e+12 -9.14883e+12 2338.61 5.01208e+12 5.01208e+12
-0.235596 -5.24559e+14 -5.24559e+14 -2338.61 -3.98637e+13 -3.98637e+13
-0.235596 -2.28964e+13 -2.28964e+13 -2338.61 7.15614e+12 7.15614e+12
-0.182617 -4.06321e+14 -4.06321e+14 4824.61 8.22399e+13 8.22399e+13
-0.182617 -4.06321e+14 -4.06321e+14 

Re: [Nuke-users] Switch expression

2017-02-07 Thread Howard Jones
x>1000?floor(x/12) % 2:0  
(assuming input 0 is your default start)

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 7 Feb 2017, at 06:47, Ben Dickson <ben.dick...@rsp.com.au> wrote:
> 
> Just change:
> frame
> 
> to:
> (frame-1001)
> 
> to offset the starting point
> 
> On 07/02/17 14:37, Darren Coombes wrote:
>> Great, seems to work, but what if i needed it to start from frame 1001?
>> 
>> Check out some of my work...
>> *
>> *www.vimeo.com/darrencoombes/reel2015
>> <http://www.vimeo.com/darrencoombes/reel2015>*
>> *
>> *
>> *
>> *
>> *
>> *
>> *Mob: +61 418 631 079 <tel:+61%20418%20631%20079>*
>> *
>> IMDB: www.imdb.com/name/nm3719099/ <http://www.imdb.com/name/nm3719099/>
>> *
>> *Instagram: @7secondstoblack*
>> *Instagram: @durwood0781*
>> *Skype:  darren.coombes81*
>> *Twitter:  @durwood81*
>> *
>> 
>>> On 7 Feb 2017, at 3:02 pm, Ben Dickson <ben.dick...@rsp.com.au
>>> <mailto:ben.dick...@rsp.com.au>> wrote:
>>> 
>>> Ah, right,
>>> 
>>> floor(frame/12) % 2
>>> 
>>> On 07/02/17 14:17, Darren Coombes wrote:
>>>> Just alternate, so it would go..
>>>> 
>>>> 0,1,0,1 etc every 12 frames.
>>>> 
>>>> Check out some of my work...
>>>> *
>>>> *www.vimeo.com/darrencoombes/reel2015
>>>> <http://www.vimeo.com/darrencoombes/reel2015>
>>>> <http://www.vimeo.com/darrencoombes/reel2015>*
>>>> *
>>>> *
>>>> *
>>>> *
>>>> *
>>>> *
>>>> *Mob: +61 418 631 079 <tel:+61%20418%20631%20079>*
>>>> *
>>>> IMDB: www.imdb.com/name/nm3719099/
>>>> <http://www.imdb.com/name/nm3719099/>
>>>> <http://www.imdb.com/name/nm3719099/>
>>>> *
>>>> *Instagram: @7secondstoblack*
>>>> *Instagram: @durwood0781*
>>>> *Skype:  darren.coombes81*
>>>> *Twitter:  @durwood81*
>>>> *
>>>> 
>>>>> On 7 Feb 2017, at 2:45 pm, Ben Dickson <ben.dick...@rsp.com.au
>>>>> <mailto:ben.dick...@rsp.com.au>
>>>>> <mailto:ben.dick...@rsp.com.au>> wrote:
>>>>> 
>>>>> Change in what way? If you mean to cycle through a different input
>>>>> every 12 frames, you would do (assuming your shots starts on frame
>>>>> 1001):
>>>>> 
>>>>> floor((frame-1001)/12)
>>>>> 
>>>>> On 07/02/17 14:03, Darren Coombes wrote:
>>>>>> How would a get a switch to change, say every 12 frames?
>>>>>> 
>>>>>> *
>>>>>> *Thanks.*
>>>>>> *Darren Coombes*
>>>>>> **
>>>>>> *
>>>>>> *
>>>>>> *Check out some of my work...*
>>>>>> *
>>>>>> *
>>>>>> *www.vimeo.com/darrencoombes <http://www.vimeo.com/darrencoombes>
>>>>>> <http://www.vimeo.com/darrencoombes>
>>>>>> <http://www.vimeo.com/darrencoombes>*
>>>>>> *
>>>>>> *
>>>>>> *
>>>>>> *
>>>>>> *
>>>>>> *
>>>>>> *Mob: +61 418 631 079 <tel:+61%20418%20631%20079>*
>>>>>> *
>>>>>> *
>>>>>> *Skype:  darrencoombes*
>>>>>> *Twitter:  @durwood81*
>>>>>> *
>>>>>> 
>>>>>> 
>>>>>> ___
>>>>>> Nuke-users mailing list
>>>>>> Nuke-users@support.thefoundry.co.uk
>>>>>> <mailto:Nuke-users@support.thefoundry.co.uk>
>>>>>> <mailto:Nuke-users@support.thefoundry.co.uk>,
>>>>>> http://forums.thefoundry.co.uk/
>>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>>>> 
>>>>> 
>>>>> --
>>>>> ben dickson
>>>>> 2D TD | ben.dick...@rsp.com.au <mailto:ben.dick...@rsp.com.au>
>>>>> <mailto:ben.dick...@rsp.com.au>
>>>>> rising sun pictures | www.rsp.com.au <http://www.rsp.com.au>
>>>>> <http://www.rsp.com.au>
>>>>> _

Re: [Nuke-users] NodeGraph line-connections disappear at BackDrop Node label note_font_size bigger than 33!!!???

2017-02-01 Thread Howard Jones
On a mac?

If so Yup they fixed the node lines inverting only to replace with them 
becoming invisible.
Fixed in 9 some version. PTA as we are on 8v6 as well.

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 1 Feb 2017, at 11:31, Vincent Langer <m...@vincentlanger.com> wrote:
> 
> hi there,
> we are still on Nuke 8.0v6 here and noticed a strange display thing:
> 
> when there is a BackDropNode in the script with labeltext font_size bigger 
> than 33 at specific nodeGraph zoom-levels  node connection lines disappear!
> 
> I attached a comparison image
> 
> Did anyone have that problem before too?
> 
> Is this a known thing and/or is there a workaround?
> 
> cheers,
> Vincent
> 
> -- 
> Vincent Langer
> Uhlandstr. 29
> 71634 Ludwigsburg
> +49 176 965 177 61
> www.vincentlanger.com <http://www.vincentlanger.com/>
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Re: [Nuke-users] OMG I am so Pythonically dumb - any help ?

2017-01-19 Thread Howard Jones
print n['frame'].setValue(f)

You don’t need the quotes - the qoutes mean it’s text not the value of f

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 19 Jan 2017, at 20:15, Andrew Mumford <a_mumf...@mac.com> wrote:
> 
> print n['frame'].setValue('f')


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Re: [Nuke-users] Auto version of of Write nodes breaks when 10.5 is installed...?

2016-12-23 Thread Howard Jones
Are we talking nukeStudio here? As I haver seen (or would want) that behaviour 
in Nuke

God Jul och Gott Nytt År

Howard

> On 23 Dec 2016, at 8:20 am, Henrik Cednert  wrote:
> 
> Fancy seeing you here! But… Va mena'ru n? =)
> 
> Not sure what knob and tab you’re referring too here. To clarify, it breaks 
> even for simple two node scripts I create from scratch in Nuke.
> 
> Add a checkerboard.
> Connect a write, set to /tmp/poop_v001.%06d.dpx
> Save script as SuperPoop_v001.nk
> Version up comp from file menu, script versions up but not the write. 
> 
> Cheers and meerry christmas! Don’t forget that ‘dammsugare' is also a 
> valid christmas tree decoration!
> 
> -- 
> Henrik Cednert
> cto | td | compositor
> 
> Filmlance International
> www.filmlance.se
> 
>> On 23 dec 2016, at 09:14, Simon Björk  wrote:
>> 
>> Does the WriteDpx knob in the root settings (Studio tab) use the correct 
>> name?
>> 
>> Skickat från min iPhone
>> 
>>> 23 dec. 2016 kl. 08:54 skrev Henrik Cednert :
>>> 
>>> Hello
>>> 
>>> Seeing something so odd here that I have to ask you guys if  you’ve seen 
>>> the same. I’m on OS X 10.10 up to 10.12.
>>> 
>>> On all the systems where I have installed 10.5v1 it looks like the auto 
>>> version up of write nodes breaks. I’m talking about when you save a new 
>>> comp version from the file manu and how it previously have versioned up the 
>>> version number in your write nodes.
>>> 
>>> Here it seems like as soon as 10.5 is installed this functionality breaks 
>>> for:
>>> * new scripts created in 10.5v1
>>> * new scripts created in 10.0v4
>>> 
>>> it does however work in OLD scripts created before 10.5 was installed. 
>>> 
>>> yeah i know, sounds impossible and extremely odd. But it’s the only 
>>> conclusion i’ve been able to come to after investigating it.
>>> 
>>> have anyone else seen this behavior?
>>> 
>>> Cheers and thanks
>>> 
>>> -- 
>>> Henrik Cednert
>>> cto | td | compositor
>>> 
>>> Filmlance International
>>> www.filmlance.se
>>> 
>>> ___
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Re: [Nuke-users] exr plugin for PS

2016-12-09 Thread Howard Jones
Although I agree. Never say never. If the benefits are there and the ease of 
migration less painful then it may break through. 

Having said that I do like PS. 

Howard

> On 9 Dec 2016, at 8:27 pm, Deke Kincaid  wrote:
> 
> Good luck getting matte painters to move to it.  It's very much photoshop or 
> bust in these departments.  Also for pipeline even though javascript is 
> pretty horrible in Photoshop, it is better then no scripting at all.
> 
>> On Fri, Dec 9, 2016 at 5:20 AM, Martin Constable  
>> wrote:
>> Those of you who are interested…
>> 
>> The latest release of Affinity Photo supports multi layer exr pretty 
>> effectively.
>> 
>> Affinity Photo is similar enough tp PS to offer no problems for anyone 
>> wishing to migrate. In some respects it is a better app… some workflows are 
>> easier and the whole app feel altogether more zippy than PS.
>> 
>> Also… end to end OCIO support.
>> 
>> 
>> Martin C
>> 
>> 
>> 
>> 
>> 
>> > On 9 Dec 2016, at 3:28 PM, Ben Dickson  wrote:
>> >
>> > OpenColorIO integration to convert the image to a more usable (non-32bit) 
>> > working colourspace would be very nice
>> >
>> > Maybe being hopelessly optimistic, and not sure of future plans.. but if 
>> > it's free, maybe open source it? I'm very hesitant to rely on closed 
>> > source software from small vendors
>> >
>> > On 09/12/16 11:52, Frank Rueter|OHUfx wrote:
>> >> In case people are interested (windows only unfortunately):
>> >> http://www.exr-io.com/features/
>> >>
>> >> This is via a friend of mine so feedback would be appreciate.
>> >>
>> >> --
>> >> meohufxLogo 50x50  *vfx compositing
>> >>  | *workflow customisation
>> >> and consulting * *
>> >>
>> >>
>> >>
>> >> ___
>> >> Nuke-users mailing list
>> >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >>
>> >
>> > --
>> > ben dickson
>> > 2D TD | ben.dick...@rsp.com.au
>> > rising sun pictures | www.rsp.com.au
>> > ___
>> > Nuke-users mailing list
>> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> 
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> 
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Re: [Nuke-users] Nuke roadmap?

2016-12-09 Thread Howard Jones
Personally I think support is getting to be a waste of money on Nuke and NukeX. 

There's been very little except 'under the hood' improvements which are always 
hard to assess.  

Support is non-existent and all development is on Nuke Studio or hieroless. 

As for a roadmap, if it is all under NDA for bigger facilities then like Deep, 
it only suits bigger pipelines. 

Cara is something that could and should have been included in NukeX by now to 
compensate for the maintenance and cost of a licence. But no it's another 
expensive plugin. 

I have seen little of use since 9.01 to justify the costs and I love the 
product. The process and development suck. 

So yes, where's the roadmap? There used to always be one. I guess they dropped 
it behind the front seat and like any male dominated situation are too afraid 
to ask for directions. 

That's my 2 cents worth anyway. 

Howard

> On 9 Dec 2016, at 8:34 pm, Randy Little  wrote:
> 
> legal liability among other reasons.  even when showing R & D they will say 
> future version if that.   That gives them until forever. They are probably 
> more open as Deke said to VERY LARGE SPECIAL clients under NDA.
> 
> Randy S. Little
> On set VFX Supervisor 
> Gotham on Fox. 
> 
> 
> 
>> On Fri, Dec 9, 2016 at 3:29 PM, Marty Blumen  wrote:
>> Thx! Bummer though, a public roadmap could be needed too.
>> 
>> Sent from my iPhone
>> 
>>> On 10/12/2016, at 9:13 AM, Deke Kincaid  wrote:
>>> 
>>> Most of us sign NDA's and can't talk about this.  The Foundry typically 
>>> only talks about this when they visit in person to get feedback on it.
>>> 
 On Fri, Dec 9, 2016 at 11:40 AM, Marten Blumen  wrote:
 Is there a roadmap for Nuke?  'Maintenance' is coming around and v10.5 
 doesn't appear to do too much. v11 is already in the bug tracker for some 
 bug resolvements; Roto++ is a disparate Foundry development that 
 supersedes Nuke's tech; 'Lead Software Engineer - Nuke Engine' kind of 
 sounds like Houdini Engine. etc.
 
 Thanks!
 
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Re: [Nuke-users] The "New" 2k

2016-11-30 Thread Howard Jones
Out of interest the theatrical presentation we have to deliver is 1998 not 2048

Howard

> On 29 Nov 2016, at 10:28 pm, Andrew Mumford  wrote:
> 
> Actually 2K_1.77 that would have been my next choice given that it is a 
> bona-fide theatrical presentation aspect - I dont care what you "Yanks" say, 
> smiley face, emoticon, internet cat's, LOL etc etc ad nauseam,
> 
> BTW - as far as I'm aware these are sony originated dpx's so I dont think 
> it's limited to RED origination ... 
> ---
> Andrew Mumford
> 
>> On Nov 29, 2016, at 09:38 AM, J Bills  wrote:
>> 
> 
>> 2K_1.777
>> 
>> ha ha ha 
>> 
>>> On Tue, Nov 29, 2016 at 8:50 AM, Deke Kincaid  wrote:
>>> 2K_1.77
>>> 
 On Mon, Nov 28, 2016 at 4:52 PM, Andrew Mumford  wrote:
 Is there a standard term for 2048x1152 yet people are using ?
 
 2K_HD / HD_2K ?
 ---
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Re: [Nuke-users] Filmic Dissolve

2016-11-10 Thread Howard Jones
As someone once said to me when I was at Avid explaining it's film dissolve...

"So you mean there's a small jump, luminance change, extra grain, dissolve, 
small jump, and another luminance change"

If you're lucky you might even see some tape on the edges!

Howard

> On 10 Nov 2016, at 11:25 pm, Patrick Faith  wrote:
> 
> on raw files you can automate the iso, looks pretty cool.
> 
> 
> From: Andrew Mumford 
> To: Nuke user discussion  
> Sent: Thursday, November 10, 2016 3:22 PM
> Subject: Re: [Nuke-users] Filmic Dissolve
> 
> In film terms it would be underexpose down to nothing while simultaneously 
> exposing from nothing up to full exposure on the incoming clip and just 
> adding the two results together. So use "Add" to move the whole range from 0 
> > negative and vice versa for the incoming.
> 
> I think you would need to be in log space though and you would have to have 
> some kind of soft clip to limit the negative blacks. 
> 
> In linear space though I dont see why multing down to zero and the reverse 
> with an add wouldnt be an equivalant but this is all untested on my part ...
> ---
> Andrew Mumford
> 
>> On Nov 10, 2016, at 02:02 AM, Adrian Baltowski  
>> wrote:
>> 
> 
>> Hej
>>  
>> Just gamma-correct things you want to dissolve: pump up gamma (with "Gamma" 
>> node for instance) before Dissolve - on both inputs- and invert gamma 
>> -correction after dissolve. Values arround '2' and '1/2' will give you Final 
>> Cut Pro -like dissolve but feel free to experiments with this values   ;-)
>>  
>> Best
>>  
>>  
>>  
>> W dniu 2016-11-10 01:08:18 użytkownik Darren Coombes  
>> napisał:
>> I saw a few years back (in a book) a way to make a more filmic dissolve in 
>> Nuke.
>> It had something to do with inverting and dissolving or something along 
>> those lines.
>>  
>> Does anyone have a good setup to achieve a nicer dissolve rather than just 
>> using a standard dissolve node?
>>  
>> I'm dissolving between a night shot and a day shot.
>>  
>> Thanks.
>> Daz.
>> 
>> 
>> 
>> Check out some of my work...
>> www.vimeo.com/darrencoombes/reel2015
>>  
>> Mob:  +61 418 631 079
>> Instagram: @7secondstoblack
>> Instagram: @durwood0781
>> Skype:  darren.coombes81
>> Twitter:  @durwood81
>>  
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Re: [Nuke-users] HTML Link in Menu

2016-11-07 Thread Howard Jones
I think I'm right in saying lose the last line in 
>  www_vfxcamdb

Howard

> On 7 Nov 2016, at 9:11 am, Darren Coombes  wrote:
> 
> How would i Add a menu, and in that, have a link to a website listed, so when 
> you select the webpage in the menu, it opens.
> 
> Ive kind of got it working..
> 
> in my Menu.py….
> import www_vfxcamdb
> nuke.menu("Nuke").addCommand("Utilities/VFX Camera Database", 
> "www_vfxcamdb.www_vfxcamdb()”)
> 
> My Python Script (Called www_vfxcamdb)
> import webbrowser
> 
> def openWebpage():
>   webbrowser.open("http://vfxcamdb.com/;)
> 
> openWebpage()
> 
> 
> 
> But what is happening is it’s opening the webpage whenever nuke starts up.
> Only want the webpage to open when you select it in menu.
>  Any help?
> 
> Check out some of my work...
> www.vimeo.com/darrencoombes/reel2015
> 
> Mob:  +61 418 631 079
> IMDB: www.imdb.com/name/nm3719099/
> Instagram: @7secondstoblack
> Instagram: @durwood0781
> Skype:  darren.coombes81
> Twitter:  @durwood81
> 
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Re: [Nuke-users] OT batch stitch

2016-10-27 Thread Howard Jones
Thanks Carl

FWIW
ptGui does this via it’s batch builder. As all of the cameras had their own 
folders I have to rename their files and copy into one folder.
Then ptGui goes through the folder sequentially (you can also do it via date 
stamp but there seems to be an issue with one of the cameras)

Bacth Builder then creates a series of projects you send to it’s batch 
renderer. Unhelpfully it then seems determined to ignore any naming conventions 
you have put in and place all files into the original folder.
So a bit of renaming and moving and it works.

I have to work locally rather than the NFS mounted drives to get around the 
lock file error which maybe a umask issue I’m not sure.

Anyway in short it works so cheers!

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 22 Oct 2016, at 13:08, Howard Jones <how...@axis-vfx.com> wrote:
> 
> Thanks. Been looking at it but it's struggling to open up 3 of the images for 
> some reason. And complains about not being able to lock the images. 
> 
> I've only got the the trial version, but I'll have another look at it. 
> 
> 
> Howard
> 
> On 22 Oct 2016, at 12:13 pm, Carl Schröter <ad...@l-rac.de 
> <mailto:ad...@l-rac.de>> wrote:
> 
>> The pro version of PTGui ( https://www.ptgui.com/ <https://www.ptgui.com/> ) 
>> can stitch in batch as far as I know.
>> The tool is quite powerful. Might be worth a look.
>> 
>> Best,
>> Carl
>> 
>> 
>> Howard Jones <how...@axis-vfx.com <mailto:how...@axis-vfx.com>> schrieb am 
>> Fr., 21. Okt. 2016 um 21:59 Uhr:
>> Hi
>> 
>> I have a few thousand frames for a 3 image stitch sequence.
>> 
>> I'm waiting to get access to the rig to film grids etc, to do this in Nuke, 
>> but does anyone know of a programme to batch stitch images sequences outside 
>> of Nuke.
>> 
>> I can only only find single stitch programmes ie no batch process.
>> 
>> I would obviously want the stitching to be the same across the entire 
>> sequence.
>> 
>> Any help appreciated.
>> 
>> Howard
>> --
>> 
>> 
>> 
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Re: [Nuke-users] VR - Oppinions?

2016-10-25 Thread Howard Jones
Having said that I recently saw some impressive mono Natural History VR films. 

Being able to see the barrier reef as well as the wildebeest migration in VR 
was very impressive. I've dived on the first and seen footage of the second til 
the cows come home (well wildebeest). 

But in VR it felt like much more than a gimmick.

Howard

> On 25 Oct 2016, at 10:26 am, Dan Grover  wrote:
> 
> We have a client who is projecting our film onto a 360 degree cylindrical 
> wall around the viewer. It's a slow crane up (Well, drone, actually - the 
> total height change is about half a kilometer) in a city and, from what I 
> hear from those who have seen our test versions in the room, it's quite 
> impressive. 
> 
> That said, I'm hesitant to say that this kind of stuff, even if it were on a 
> headset, is really "VR" - just being able to look at different parts of what 
> is basically just a sphere wrapped around you seems of limited appeal to me 
> (despite what I just said above, which I think is basically just 'impressive' 
> as a gimmick). The real sense of "presence" can only be obtained by a) 
> stereoscopy in whatever you're looking at and b) a pretty accurate 
> interaction with your head movement. This means parallax, which also means 
> real time and to an extent interactivity (insomuch as you're moving the 
> camera, not simply nodally panning around a sphere). 
> 
>> On Tue, Oct 25, 2016 at 8:53 AM, Marten Blumen  wrote:
>> VR == 'Vast Retouching'
>> 
>> Latlong blur == machine slows down to photoshop gaussian blur speed, circa 
>> mid '90s.
>> 
>>> On 25 October 2016 at 20:25, Mads Lund  wrote:
>>> I have always been a bit sceptical about the whole "VR Video/Film" and was 
>>> hoping some of the talks at VR on the Lot would bring something new to the 
>>> table, but all the great experiences seem to revolve around gaming and 
>>> interactivity, and that is also the area where i have been most involved in.
>>> 
>>> So i am wondering if any one you guys have had any interesting experiences 
>>> with non-interactive VR. 
>>> 
>>> 
>>> 
>>> 
>>> 
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> 
> -- 
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Re: [Nuke-users] OT batch stitch

2016-10-22 Thread Howard Jones
Thanks. Been looking at it but it's struggling to open up 3 of the images for 
some reason. And complains about not being able to lock the images. 

I've only got the the trial version, but I'll have another look at it. 


Howard

> On 22 Oct 2016, at 12:13 pm, Carl Schröter <ad...@l-rac.de> wrote:
> 
> The pro version of PTGui ( https://www.ptgui.com/ ) can stitch in batch as 
> far as I know.
> The tool is quite powerful. Might be worth a look.
> 
> Best,
> Carl
> 
> 
> Howard Jones <how...@axis-vfx.com> schrieb am Fr., 21. Okt. 2016 um 21:59 Uhr:
>> Hi
>> 
>> I have a few thousand frames for a 3 image stitch sequence.
>> 
>> I'm waiting to get access to the rig to film grids etc, to do this in Nuke, 
>> but does anyone know of a programme to batch stitch images sequences outside 
>> of Nuke.
>> 
>> I can only only find single stitch programmes ie no batch process.
>> 
>> I would obviously want the stitching to be the same across the entire 
>> sequence.
>> 
>> Any help appreciated.
>> 
>> Howard
>> --
>> 
>> 
>> 
>> *A X I S V F X*
>> 
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>> 
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>> 
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>> 
>> 
>> 
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[Nuke-users] OT batch stitch

2016-10-21 Thread Howard Jones
Hi

I have a few thousand frames for a 3 image stitch sequence. 

I'm waiting to get access to the rig to film grids etc, to do this in Nuke, but 
does anyone know of a programme to batch stitch images sequences outside of 
Nuke. 

I can only only find single stitch programmes ie no batch process.

I would obviously want the stitching to be the same across the entire sequence. 

Any help appreciated. 

Howard
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Re: [Nuke-users] HDRs in Nuke

2016-10-15 Thread Howard Jones
Thanks. Good old jOps!

Howard

> On 15 Oct 2016, at 11:45 am, Misho Ristov <mi...@fx3x.com> wrote:
> 
> http://www.nukepedia.com/plugins/other/j_ops
> 
> Misho Ristov
> 
>> On Oct 15, 2016, at 12:41 PM, Howard Jones <how...@axis-vfx.com> wrote:
>> 
>> Hi
>> 
>> i know how to make HDRs in photoshop and I could batch this but...
>> 
>> I have about 1000 5k images to combine. 
>> Does anyone know how to combine these correctly in Nuke.  Merge expression 
>> etc?
>> 
>> I think they were 2 stops under and over. 
>> 
>> Any help appreciated. 
>> 
>> Thanks
>> 
>> Howard
>> -- 
>> 
>> 
>> 
>> *A X I S V F X*
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[Nuke-users] HDRs in Nuke

2016-10-15 Thread Howard Jones
Hi

i know how to make HDRs in photoshop and I could batch this but...

I have about 1000 5k images to combine. 
Does anyone know how to combine these correctly in Nuke.  Merge expression etc?

I think they were 2 stops under and over. 

Any help appreciated. 

Thanks

Howard
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Re: [Nuke-users] extend edge pixels

2016-09-21 Thread Howard Jones
Here’s a simple one I wrote.

I’ve found some on Nukepedia to be too noisey but they will probably handle 
corners better than this.
It does an internal comp but to be honest you should turn that off and merge 
under a slightly shrunk matte version of the original

Howard Jones
Visual Effects Supervisor

set cut_paste_input [stack 0]
version 10.0 v3
push $cut_paste_input
Group {
 name extendEdges
 knobChanged 
"n=nuke.thisNode()\nk=nuke.thisKnob()\nclearNodes=nuke.allNodes()\nif 
k.name()in('xTend','nSize','filterType', 'mergeUnder'):\nnuke.selectAll()\n 
   for i in nuke.allNodes('Output'):\ni\['selected'].setValue(False)\n  
  for i in nuke.allNodes('Input'):\ni\['selected'].setValue(False)\n
nuke.nodeDelete()\ndt=nuke.createNode('Dot', inpanel=False)\nfor i 
in range(int(n\['xTend'].value())):\nb=nuke.createNode('Blur', 
inpanel=False)\nb\['size'].setValue(n\['nSize'].value())\n
b\['filter'].setValue(n\['filterType'].value())\n
unp=nuke.createNode('Unpremult', inpanel=False)\npb=nuke.createNode('Blur', 
inpanel=False)\npb\['size'].setExpression('parent.postBlur')\n \n
mge=nuke.nodes.Merge()\nmge\['operation'].setValue('under')\n
mge.connectInput(n\['mergeUnder'].value(), pb)\n
mge.connectInput(1-n\['mergeUnder'].value(), dt)\n
mge\['disable'].setExpression('!parent.mergeUnder')\nfor i in 
nuke.allNodes('Output'): i.connectInput(0, mge)\n\n"
 selected true
 xpos 237
 ypos 271
 addUserKnob {20 User l Extend}
 addUserKnob {3 xTend l extend t "recursively extends the edge"}
 xTend 5
 addUserKnob {14 nSize l blur t "blur for each extend layer" R 0 100}
 nSize 1
 addUserKnob {4 filterType l filter M {box triangle quadratic gaussian "" ""}}
 filterType gaussian
 addUserKnob {7 postBlur l "post blur" t "blur result" R 0 20}
 addUserKnob {6 mergeUnder l merge +STARTLINE}
 mergeUnder true
}
 Input {
  inputs 0
  name Input1
  xpos -610
  ypos 148
 }
 Dot {
  name Dot1
  xpos -576
  ypos 174
 }
set N550327a0 [stack 0]
 Blur {
  size 1
  name Blur1
  xpos -610
  ypos 192
 }
 Blur {
  size 1
  name Blur2
  xpos -610
  ypos 236
 }
 Blur {
  size 1
  name Blur3
  xpos -610
  ypos 280
 }
 Blur {
  size 1
  name Blur4
  xpos -610
  ypos 324
 }
 Blur {
  size 1
  name Blur5
  xpos -610
  ypos 368
 }
 Unpremult {
  name Unpremult1
  xpos -610
  ypos 412
 }
 Blur {
  size {{parent.postBlur}}
  name Blur6
  selected true
  xpos -610
  ypos 438
 }
push $N550327a0
 Merge {
  inputs 2
  operation under
  name Merge1
  xpos -500
  ypos 434
  disable {{!parent.mergeUnder}}
 }
 Output {
  name Output1
  xpos -472
  ypos 1083
 }
end_group


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Re: [Nuke-users] ACES etc...

2016-09-12 Thread Howard Jones
Many thanks Kevin. 

Howard

> On 12 Sep 2016, at 3:29 pm, Kevin Wheatley <kevin.wheat...@framestore.com> 
> wrote:
> 
> 
> 
>> On 12 September 2016 at 13:24, Howard Jones <how...@axis-vfx.com> wrote:
>> Many thanks Kevin
>> 
>> I’m waiting tp hear what LUT they are using to convert to dpx with so I 
>> assum then I would plug that into the EXR section of your list.
> 
> typically on an ACES pipeline you would use an Input Device transform (IDT) 
> to generate the initial ACES 2065-1 images, e.g. if you shot on Alexa then 
> ARRI provide an IDT to convert from ARRI LogC to ACES, this would typically 
> be used by the ingest house. There is no reason you should not do the same, 
> the ACES OCIO config provides those transforms too.
>  
>> What are the ‘Roles’ for? Are these presets?
> 
> roles are an OCIO feature used to select specific colour spaces for 
> particular purposes, as an example in Nuke the log_compositing role is used 
> to decide which log colour space to use for the OCIOLogConvert node.
> 
> Kevin
> -- 
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> *London* - New York - Los Angeles - Montreal
> 
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Re: [Nuke-users] ACES etc...

2016-09-12 Thread Howard Jones
Excellent!! - many thanks

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 12 Sep 2016, at 13:39, severin mathiesen <seve...@gimpville.no> wrote:
> 
> Did you see this? 
> 
> http://www.nukepedia.com/written-tutorials/aces-for-nuke-via-ocio-part-1-initial-setup
>  
> <http://www.nukepedia.com/written-tutorials/aces-for-nuke-via-ocio-part-1-initial-setup>
> 
> 2016-09-12 13:54 GMT+02:00 Howard Jones <how...@axis-vfx.com 
> <mailto:how...@axis-vfx.com>>:
> Has anyone got a link to a good guide for the new ACEs workflow?
> There’s a hell of a lot of options :-?
> 
> Thanks
> (RTFMing now)
> 
> Howard Jones
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com <mailto:how...@axis-vfx.com> | w: 
> www.axis-vfx.com <http://www.axis-vfx.com/>
> 
> 
> 
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> -- 
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Re: [Nuke-users] ACES etc...

2016-09-12 Thread Howard Jones
Many thanks Kevin

I’m waiting tp hear what LUT they are using to convert to dpx with so I assum 
then I would plug that into the EXR section of your list.

What are the ‘Roles’ for? Are these presets?

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 12 Sep 2016, at 13:14, Kevin Wheatley <kevin.wheat...@framestore.com> 
> wrote:
> 
> If we pretend that Compositing is as simple as A over B, then ACES is 
> basically:
> 
> ACES 2065-1 EXRs delivered for VFX, on ingest they get converted to the 
> working space of ACEScg
> 
> Work on them as ACEScg (use ACEScc as a log like space)
> 
> Hand back ACES 2065-1 EXRs on output.
> 
> To view use the RRT + ODT that matches your monitor calibration.
> 
> 
> Nuke 10 can do this using the OCIO configs and a bit of default configuration 
> setting.
> 
> However as nothing is ever quite that simple, so going beyond that becomes an 
> "it depends" kind of answer.
> 
> As an example we do the ingest and egress portions as specific steps in the 
> pipeline and keep try everything the artists see as ACEScg on disk, we also 
> have a system that "knows" the colour space of all image assets and so can 
> set the colorspace knobs etc for the artists. To keep the number of options 
> down we also create cut down versions of the OCIO config for each project 
> with reduced numbers of colour spaces.
> 
> For more general ACES info you can also try asking at 
> http://www.acescentral.com/ <http://www.acescentral.com/>
> 
> Kevin
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[Nuke-users] ACES etc...

2016-09-12 Thread Howard Jones
Has anyone got a link to a good guide for the new ACEs workflow?
There’s a hell of a lot of options :-?

Thanks
(RTFMing now)

Howard Jones
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Re: [Nuke-users] Curve expression

2016-08-10 Thread Howard Jones
Didn't know that one.

Darren if you are adding -1 at the end 
>> x<=ff_framerange.firstframe-1 ...

Then you should be able to change it to
x On 10 Aug 2016, at 12:52 am, Frank Rueter|OHUfx <fr...@ohufx.com> wrote:
> 
> there is also a inrange() expression which is handy in those cases.
> 
> 
>> On 10/08/16 11:13 AM, Darren Coombes wrote:
>> Great! Worked!
>> Thanks Howard. You always seem to have the answer. :-)
>> 
>> Made a small change by swapping 1:0 to 0:1 at end.
>> Here’s final result.. Feel free to use obviously.. Just a very simple on/off 
>> gizmo for adding muzzle flashes etc for a certain frame or frame range, so 
>> you don’t have to fiddle around with keyframes.
>> 
>> 
>> set cut_paste_input [stack 0]
>> version 10.0 v3
>> CheckerBoard2 {
>>  inputs 0
>>  name CheckerBoard1
>>  selected true
>>  xpos -40
>>  ypos -183
>> }
>> Group {
>>  name FlashFrame
>>  tile_color 0xffc600ff
>>  label "\[value flash]"
>>  note_font "Bitstream Vera Sans Bold Bold Bold Bold Bold"
>>  note_font_color 0x992312ff
>>  selected true
>>  xpos -40
>>  ypos -63
>>  addUserKnob {20 User}
>>  addUserKnob {4 ff_type l duration t "choose between single frame or 
>> frame-range animation" M {"single frame" "extended range"}}
>>  ff_type "extended range"
>>  addUserKnob {3 flash l "flash frame" t "enter desired frame number for 
>> on/off effect"}
>>  flash 20
>>  addUserKnob {26 ""}
>>  addUserKnob {3 framerange l "frame range"}
>>  framerange 5
>>  addUserKnob {41 firstframe l "first frame" T ff_framerange.firstframe}
>>  addUserKnob {41 lastframe l "last frame" T ff_framerange.lastframe}
>>  addUserKnob {26 ""}
>>  addUserKnob {26 description l "" +STARTLINE T "Simple on/off at desired 
>> frame. Useful for muzzle flashes etc."}
>>  addUserKnob {26 ver l "" +STARTLINE T "\nv2.0"}
>> }
>>  Input {
>>   inputs 0
>>   name Input1
>>   xpos 710
>>   ypos 540
>>  }
>>  Dot {
>>   name Dot1
>>   note_font_size 27
>>   note_font_color 0xff
>>   xpos 741
>>   ypos 591
>>  }
>> set N2b509a40 [stack 0]
>>  Multiply {
>>   value 0
>>   name Mult_FrameRange
>>   tile_color 0xffbf00ff
>>   xpos 710
>>   ypos 637
>>   disable {{"x<=ff_framerange.firstframe-1 || 
>> x>ff_framerange.lastframe?0:1"}}
>>  }
>> set N2d863ba0 [stack 0]
>> push $N2b509a40
>>  Dot {
>>   name Dot2
>>   label single
>>   note_font Arial
>>   note_font_size 18
>>   note_font_color 0xff
>>   xpos 441
>>   ypos 591
>>  }
>>  Multiply {
>>   value {{curve x-1 0 1 0}}
>>   name Multiply2
>>   xpos 410
>>   ypos 637
>>  }
>>  TimeOffset {
>>   time_offset {{+FlashFrame.flash}}
>>   time ""
>>   name TimeOffset1
>>   label "\[knob time_offset]"
>>   xpos 410
>>   ypos 687
>>  }
>>  Switch {
>>   inputs 2
>>   which {{FlashFrame.ff_type}}
>>   name Switch1
>>   xpos 710
>>   ypos 841
>>  }
>>  Output {
>>   name Output1
>>   xpos 710
>>   ypos 941
>>  }
>>  NoOp {
>>   inputs 0
>>   name ff_framerange
>>   tile_color 0xffff
>>   xpos 860
>>   ypos 591
>>   addUserKnob {20 User}
>>   addUserKnob {3 firstframe l "first frame"}
>>   firstframe {{+FlashFrame.flash x27 26}}
>>   addUserKnob {3 lastframe l "last frame"}
>>   lastframe {{+FlashFrame.flash+framerange}}
>>  }
>> push $N2d863ba0
>>  Viewer {
>>   frame 20
>>   frame_range 1-100
>>   fps 25
>>   name Viewer1
>>   xpos 597
>>   ypos 691
>>  }
>> end_group
>> 
>> 
>> Check out some of my work...
>> www.vimeo.com/darrencoombes/reel2015
>> 
>> Mob:  +61 418 631 079
>> IMDB: www.imdb.com/name/nm3719099/
>> Instagram: @7secondstoblack
>> Instagram: @durwood0781
>> Skype:  darren.coombes81
>> Twitter:  @durwood81
>> 
>>> On 10 Aug 2016, at 9:01 am, Howard Jones <how...@axis-vfx.com> wrote:
>>> 
>>> In disable knob
>>> x<=Noop.in || x>Noop.out?1:0
>>> Might work
>>> Howard
>>> 
>>> On 9 Aug 2016, at 11:45 pm, Darren Coombes <darren.coom...@m

Re: [Nuke-users] Curve expression

2016-08-09 Thread Howard Jones
In disable knob
x<=Noop.in || x>Noop.out?1:0
Might work
Howard

> On 9 Aug 2016, at 11:45 pm, Darren Coombes  wrote:
> 
> Say I’ve got a noOp set up with two integer knobs so you can enter a frame 
> range..
> 
> and my desired frame range is setup as so..
> in frame: 26
> out frame: 35
> 
> Then I want to add a multiply node to turn on at frame 26 and turn off at 36 
> so it’s acting like a switch to only view footage at that time.
> 
> I know i could do this using a retime, but being part of a gizmo I’m making, 
> I can’t get the retime in and out to link to an expression, just doesn’t let 
> me.
> 
> Any help?
> 
> Internals pasted below..
> it’s the multiply node thats yellow and the noOp that’s red that I need to 
> link up so the mix of the multiply turns on and off at desired frame range.
> 
> set cut_paste_input [stack 0]
> version 10.0 v3
> CheckerBoard2 {
>  inputs 0
>  name CheckerBoard1
>  selected true
>  xpos -40
>  ypos -183
> }
> Group {
>  name FlashFrame
>  tile_color 0xffc600ff
>  label "\[value flash]"
>  note_font "Bitstream Vera Sans Bold Bold Bold Bold"
>  note_font_color 0x992312ff
>  selected true
>  xpos -40
>  ypos -63
>  addUserKnob {20 User}
>  addUserKnob {4 ff_type l duration t "choose between single frame or 
> frame-range animation" M {"single frame" "extended range"}}
>  addUserKnob {3 flash l "flash frame" t "enter desired frame number for 
> on/off effect"}
>  flash 27
>  addUserKnob {26 "" +STARTLINE}
>  addUserKnob {3 framerange l "frame range"}
>  framerange 8
>  addUserKnob {41 firstframe l "first frame" T ff_framerange.firstframe}
>  addUserKnob {41 lastframe l "last frame" T ff_framerange.lastframe}
>  addUserKnob {26 ""}
>  addUserKnob {26 description l "" +STARTLINE T "Simple on/off at desired 
> frame. Useful for muzzle flashes etc."}
>  addUserKnob {26 ver l "" +STARTLINE T "\nv2.0"}
> }
>  Input {
>   inputs 0
>   name Input1
>   xpos 710
>   ypos 540
>  }
>  Dot {
>   name Dot1
>   note_font_size 27
>   note_font_color 0xff
>   xpos 741
>   ypos 591
>  }
> set N2ae02290 [stack 0]
>  Multiply {
>   name Mult_FrameRange
>   tile_color 0xffbf00ff
>   xpos 710
>   ypos 637
>  }
> push $N2ae02290
>  Dot {
>   name Dot2
>   label single
>   note_font Arial
>   note_font_size 18
>   note_font_color 0xff
>   xpos 441
>   ypos 591
>  }
>  Multiply {
>   value {{curve x-1 0 1 0}}
>   name Multiply2
>   xpos 410
>   ypos 637
>  }
>  TimeOffset {
>   time_offset {{+FlashFrame.flash}}
>   time ""
>   name TimeOffset1
>   label "\[knob time_offset]"
>   xpos 410
>   ypos 687
>  }
>  Switch {
>   inputs 2
>   name Switch1
>   xpos 710
>   ypos 841
>  }
>  Output {
>   name Output1
>   xpos 710
>   ypos 941
>  }
>  NoOp {
>   inputs 0
>   name ff_framerange
>   tile_color 0xffff
>   xpos 860
>   ypos 591
>   addUserKnob {20 User}
>   addUserKnob {3 firstframe l "first frame"}
>   firstframe {{+FlashFrame.flash x27 26}}
>   addUserKnob {3 lastframe l "last frame"}
>   lastframe {{+FlashFrame.flash+framerange}}
>  }
> end_group
> 
> 
> 
> 
> Thanks.
> Darren.
> 
> Check out some of my work...
> www.vimeo.com/darrencoombes/reel2015
> 
> Mob:  +61 418 631 079
> IMDB: www.imdb.com/name/nm3719099/
> Instagram: @7secondstoblack
> Instagram: @durwood0781
> Skype:  darren.coombes81
> Twitter:  @durwood81
> 
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Re: [Nuke-users] Nuke Voxel Rendering preview.

2016-08-07 Thread Howard Jones
That is awesome. 

Well done!

Howard

> On 6 Aug 2016, at 2:38 pm, Mads Lund  wrote:
> 
> Its not in-house. It will be released in some form in the future.
> 
>> On Sat, Aug 6, 2016 at 3:02 PM, Simon Björk  wrote:
>> This looks fantastic Mads, great job!
>> 
>> Is this an in-house tool or are you planning to release it in some form?
>> 
>> Skickat från min iPhone
>> 
>>> 6 aug. 2016 kl. 11:56 skrev Mads Lund :
>>> 
>>> Xavier Martín a FX TD from MPC tested it out for me using a Houdini smoke 
>>> sim. He used the EXR export approach to get the voxel data into Nuke. Here 
>>> is the result:
>>> https://www.youtube.com/watch?v=wFM-sODGeyM
>>> 
 On Sat, Aug 6, 2016 at 7:08 AM, Frank Rueter|OHUfx  wrote:
 That looks very exciting, well done!
 
 
> On 5/08/16 9:15 pm, Mads Lund wrote:
> I try to not spam here too often, but I thought this might be interesting 
> for some of you:
> http://hagbarth.net/?p=1319
> 
> 
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Re: [Nuke-users] Nuke 10 Reviews?

2016-08-05 Thread Howard Jones
That would be good. I had a whole stereo project I could have tested last year 
but couldn't because of beta limitations. 

Howard

> On 4 Aug 2016, at 7:11 pm, Erik Johansson  wrote:
> 
> Idea: Make it possible to beta test Nuke Studio with either a Nuke, NukeX or 
> Hiero license.
> 
> We ain't going to buy any NS licenses for the moment but are still interested 
> in how it develops.
> 
> // E
> 
>> On Thu, Aug 4, 2016 at 8:04 PM, Sean Brice  wrote:
>> Hey Feli and all,
>> 
>> We are building on the work that we started last year to make Nuke 
>> accessible to more artists, including launching Nuke Non-commercial and the 
>> 12-month payment plan for new customers, however we can’t confirm any plans 
>> about future offerings at this time.
>> 
>> Thanks for the feedback!
>> 
>> Cheers,
>> 
>> S
>> 
>>   
>> 
>> 
>>> On Mon, Aug 1, 2016 at 9:02 PM, Feli di Giorgio  wrote:
>>> Still hoping for a subscription version of Nuke like Flame or Creative 
>>> Cloud.
>>> 
>>> Feli
>>> 
>>> 
>>> 
>>> www.felidigiorgio.comfe...@earthlink.net
>>> 
 On Aug 1, 2016, at 12:55 PM, Marten Blumen  wrote:
 
 Maybe 'maintenance' should be called a 'compositing tax'.
>>> 
>>> 
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>> 
>> 
>> 
>> -- 
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>> Nuke Product Manager
>> The Foundry
>> 5 Golden Square
>> London, W1F 9HT, UK
>> Tel: +44(0) 20 7479 4350 / Fax: +44 (0)20 7434 2526 / Web: 
>> www.thefoundry.co.uk
>> 
>> The Foundry Visionmongers Ltd • Registered in England and Wales No: 4642027 
>> 
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> 
> 
> 
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> 
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Re: [Nuke-users] Nuke 10 Reviews?

2016-08-04 Thread Howard Jones
Must be going back to my shake says them. Still it was a good system.

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 4 Aug 2016, at 18:59, Sean Brice <s...@thefoundry.co.uk> wrote:
> 
> Hi Howard,
> 
> The beta testing for Nuke products has always been reserved for users with 
> current maintenance, it’s part of the maintenance package. The Nuke beta 
> licenses you speak of, which we used to give out many years ago, were not for 
> anyone, as a user you were still required to have current maintenance to 
> receive one. On very rare occasion we made an exception on an individual 
> basis for very specific reasons, this was not the norm though. The purpose of 
> the Nuke beta licenses was to let those users beta test on separate machines. 
> Unfortunately the overhead of running this separate beta license system for 
> everyone on maintenance was too high, and we subsequently stopped doing it.
> 
> We are working on ways of better engaging with our large pool of Nuke product 
> family beta testers. It’s not that we have a lack of beta testers for any of 
> the products by any means, it’s about encouraging everyone to participate on 
> the same level as yourself and others on this list do, which is very 
> beneficial for all.
> 
> Thanks for the feedback :)
> 
> Cheers, 
> 
> S 
> 
> 
> On Mon, Aug 1, 2016 at 6:41 PM, Howard Jones <how...@axis-vfx.com 
> <mailto:how...@axis-vfx.com>> wrote:
> One thing I think would be useful is if the Foundry went back to issueing 
> beta licences. Then they would widen out the product for better testing. I am 
> not buying NS until it proves itself useful but that shouldn’t mean I can’t 
> beta test it.
> I don’t know why they changed the set up but they should really put it back 
> if they are serious about getting feedback pre-relaease. (plus encouraging 
> purchase post beta)
> 
> Howard Jones
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com <mailto:how...@axis-vfx.com> | w: 
> www.axis-vfx.com <http://www.axis-vfx.com/>
>> On 1 Aug 2016, at 18:38, Marten Blumen <mar...@gmail.com 
>> <mailto:mar...@gmail.com>> wrote:
>> 
>> Yup - but it's just a phase IMO, like Flame/Inferno was in the 2000's. It 
>> was a really well supported product for many years before then, then went 
>> bad for approximately 10 years, as corporate made as much money as possible 
>> without many updates, then went back to being good as the executives were 
>> turned over* That's what I hope happen with Nuke too. With Sean now at the 
>> helm, I'm sure we will see NukeX regain it's awesomeness :)
>> 
>> *my guess
>> 
>> On 1 August 2016 at 21:13, Simon Björk <si...@bjorkvisuals.com 
>> <mailto:si...@bjorkvisuals.com>> wrote:
>> Great, thanks for bringing that up that bug-fix Deke :)!
>> 
>> One thing with this thread that really worries me is that all focus seems to 
>> be on Nuke Studio. Personally I don't use Nuke Studio. From what I 
>> understand there's a huge amount of problems with it and they should 
>> definitely be fixed. But you what, there's a huge amount of things that are 
>> not working in Nuke (standard/X) as well. From my perspective (which could 
>> be completely wrong) it feels like all resources has been focused on Nuke 
>> Studio for years already. The updates we get for a standard Nuke license 
>> doesn't come close to what one should expect for the amount of money we pay 
>> for maintenance.
>> 
>> 
>> 
>> ---
>> Simon Björk
>> Compositor/TD
>> 
>> +46 (0)70-2859503 <tel:%2B46%20%280%2970-2859503>
>> www.bjorkvisuals.com <http://www.bjorkvisuals.com/>
>> 
>> 2016-07-31 3:04 GMT+02:00 Deke Kincaid <dekekinc...@gmail.com 
>> <mailto:dekekinc...@gmail.com>>:
>> Looks like this is finally fixed in 10.0V4.05B 
>> • BUG ID 146829/171547 - Preferences: The Panels > Script Editor > clear 
>> input window on successful script execution option was missing. 
>> 
>> 
>> On Tue, Jul 12, 2016 at 2:58 PM, Nathan Dunsworth <nathandunswo...@gmail.com 
>> <mailto:nathandunswo...@gmail.com>> wrote:
>> In bold, thanks Deke for the suggestion...
>> 
>> Preferences {
>>  inputs 0
>>  name Preferences
>>  selectedGPUDeviceName "no GPU available"
>>  platformPathRemaps ""
>>  clearOnSuccess false
>> }
>> 
>> 
>> On Tue, Jul 12, 2016 at 2:50 PM, Michael Garrett <michaeld...@gmail.com 
>> <mailto:michaeld...@g

Re: [Nuke-users] Nuke 10 Reviews?

2016-08-01 Thread Howard Jones
Yes I'd like that

Howard

> On 1 Aug 2016, at 9:02 pm, Feli di Giorgio  wrote:
> 
> Still hoping for a subscription version of Nuke like Flame or Creative Cloud.
> 
> Feli
> 
> 
> 
> www.felidigiorgio.com  fe...@earthlink.net
> 
>> On Aug 1, 2016, at 12:55 PM, Marten Blumen  wrote:
>> 
>> Maybe 'maintenance' should be called a 'compositing tax'.
> 
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Re: [Nuke-users] Nuke 10 Reviews?

2016-08-01 Thread Howard Jones
I agree with Simon, the emphasis has been one sided and maintenance isn’t 
cheap. 10 does feel like a 9.5 though as far as Nuke goes.

> On 1 Aug 2016, at 18:57, Deke Kincaid <dekekinc...@gmail.com> wrote:
> 
> The perception may be that because of Foundry marketing was all about Nuke 
> Studio.  When you drill down to the feature list there were plenty in 9.0.  
> Also lots of invisible changes to the surface around aggressively trying to 
> speed it up.  Then 10.0 is really like a 9.5 as it was just fixing the bugs 
> from the NS integration and all the new features done in 9.0.
> 
> On Mon, Aug 1, 2016 at 2:13 AM, Simon Björk <si...@bjorkvisuals.com 
> <mailto:si...@bjorkvisuals.com>> wrote:
> Great, thanks for bringing that up that bug-fix Deke :)!
> 
> One thing with this thread that really worries me is that all focus seems to 
> be on Nuke Studio. Personally I don't use Nuke Studio. From what I understand 
> there's a huge amount of problems with it and they should definitely be 
> fixed. But you what, there's a huge amount of things that are not working in 
> Nuke (standard/X) as well. From my perspective (which could be completely 
> wrong) it feels like all resources has been focused on Nuke Studio for years 
> already. The updates we get for a standard Nuke license doesn't come close to 
> what one should expect for the amount of money we pay for maintenance.
> 
> 
> 
> ---
> Simon Björk
> Compositor/TD
> 
> +46 (0)70-2859503 <tel:%2B46%20%280%2970-2859503>
> www.bjorkvisuals.com <http://www.bjorkvisuals.com/>
> 
> 2016-07-31 3:04 GMT+02:00 Deke Kincaid <dekekinc...@gmail.com 
> <mailto:dekekinc...@gmail.com>>:
> Looks like this is finally fixed in 10.0V4.05B 
> • BUG ID 146829/171547 - Preferences: The Panels > Script Editor > clear 
> input window on successful script execution option was missing. 
> 
> 
> On Tue, Jul 12, 2016 at 2:58 PM, Nathan Dunsworth <nathandunswo...@gmail.com 
> <mailto:nathandunswo...@gmail.com>> wrote:
> In bold, thanks Deke for the suggestion...
> 
> Preferences {
>  inputs 0
>  name Preferences
>  selectedGPUDeviceName "no GPU available"
>  platformPathRemaps ""
>  clearOnSuccess false
> }
> 
> 
> On Tue, Jul 12, 2016 at 2:50 PM, Michael Garrett <michaeld...@gmail.com 
> <mailto:michaeld...@gmail.com>> wrote:
> Howard,
> 
> I've been using it for temp shots right now, which means it's more forgiving 
> and I don't need to do the cleanup to such an extent on the 5-15% of it that 
> glitches out. But I'm just using it in a pretty vanilla way, no secret 
> methodology as far as I know.  With VectorDistort, I've been setting the 
> frame distance to zero. I've been tracking stuff to faces that have had a lot 
> of movement, without going too "off model". Also tracking flames to moving 
> bodies. In that situation, I have to account for the flames going beyond the 
> edges of the person, but sometimes just blurring or offsetting the UV map 
> (baked out) is enough to get me over the line.
> 
> Converting SmartVectors to motion vectors is nice too. 
> 
> Cheers,
> Michael
> 
> On 12 July 2016 at 12:31, Howard Jones <how...@axis-vfx.com 
> <mailto:how...@axis-vfx.com>> wrote:
> What’s the trick!! - still waiting for a success (apart from some funky 
> effects)
> 
> Howard Jones
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com <mailto:how...@axis-vfx.com> | w: 
> www.axis-vfx.com <http://www.axis-vfx.com/>
> 
>> On 12 Jul 2016, at 16:23, Michael Garrett <michaeld...@gmail.com 
>> <mailto:michaeld...@gmail.com>> wrote:
>> 
>> For me, SmartVector has been a game changer. The updated colour management 
>> is also welcome.
>> 
>> On 12 July 2016 at 10:22, Rich Bobo <richb...@mac.com 
>> <mailto:richb...@mac.com>> wrote:
>> Hi all,
>> 
>> Just wondering what is the general opinion on upgrading to Nuke 10? Since 
>> it’s been out for a while now, are there any major flaws to recommend 
>> against upgrading or any significant advantages…?
>> 
>> Thanks!
>> Rich
>> 
>> 
>> 
>> Rich Bobo
>> Senior VFX Compositor
>> Armstrong White
>> Email:  rich.b...@armstrong-white.com <mailto:rich.b...@armstrong-white.com>
>> http://armstrong-white.com/ <http://armstrong-white.com/>
>> 
>> Email:  richb...@mac.com <mailto:richb...@mac.com>
>> Mobile:  (248) 840-2665 <tel:%28248%29%20840-2665>
>> Web:  http://richbobo.com/ <

Re: [Nuke-users] Nuke 10 Reviews?

2016-08-01 Thread Howard Jones
One thing I think would be useful is if the Foundry went back to issueing beta 
licences. Then they would widen out the product for better testing. I am not 
buying NS until it proves itself useful but that shouldn’t mean I can’t beta 
test it.
I don’t know why they changed the set up but they should really put it back if 
they are serious about getting feedback pre-relaease. (plus encouraging 
purchase post beta)

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com

> On 1 Aug 2016, at 18:38, Marten Blumen <mar...@gmail.com> wrote:
> 
> Yup - but it's just a phase IMO, like Flame/Inferno was in the 2000's. It was 
> a really well supported product for many years before then, then went bad for 
> approximately 10 years, as corporate made as much money as possible without 
> many updates, then went back to being good as the executives were turned 
> over* That's what I hope happen with Nuke too. With Sean now at the helm, I'm 
> sure we will see NukeX regain it's awesomeness :)
> 
> *my guess
> 
> On 1 August 2016 at 21:13, Simon Björk <si...@bjorkvisuals.com 
> <mailto:si...@bjorkvisuals.com>> wrote:
> Great, thanks for bringing that up that bug-fix Deke :)!
> 
> One thing with this thread that really worries me is that all focus seems to 
> be on Nuke Studio. Personally I don't use Nuke Studio. From what I understand 
> there's a huge amount of problems with it and they should definitely be 
> fixed. But you what, there's a huge amount of things that are not working in 
> Nuke (standard/X) as well. From my perspective (which could be completely 
> wrong) it feels like all resources has been focused on Nuke Studio for years 
> already. The updates we get for a standard Nuke license doesn't come close to 
> what one should expect for the amount of money we pay for maintenance.
> 
> 
> 
> ---
> Simon Björk
> Compositor/TD
> 
> +46 (0)70-2859503 <tel:%2B46%20%280%2970-2859503>
> www.bjorkvisuals.com <http://www.bjorkvisuals.com/>
> 
> 2016-07-31 3:04 GMT+02:00 Deke Kincaid <dekekinc...@gmail.com 
> <mailto:dekekinc...@gmail.com>>:
> Looks like this is finally fixed in 10.0V4.05B 
> • BUG ID 146829/171547 - Preferences: The Panels > Script Editor > clear 
> input window on successful script execution option was missing. 
> 
> 
> On Tue, Jul 12, 2016 at 2:58 PM, Nathan Dunsworth <nathandunswo...@gmail.com 
> <mailto:nathandunswo...@gmail.com>> wrote:
> In bold, thanks Deke for the suggestion...
> 
> Preferences {
>  inputs 0
>  name Preferences
>  selectedGPUDeviceName "no GPU available"
>  platformPathRemaps ""
>  clearOnSuccess false
> }
> 
> 
> On Tue, Jul 12, 2016 at 2:50 PM, Michael Garrett <michaeld...@gmail.com 
> <mailto:michaeld...@gmail.com>> wrote:
> Howard,
> 
> I've been using it for temp shots right now, which means it's more forgiving 
> and I don't need to do the cleanup to such an extent on the 5-15% of it that 
> glitches out. But I'm just using it in a pretty vanilla way, no secret 
> methodology as far as I know.  With VectorDistort, I've been setting the 
> frame distance to zero. I've been tracking stuff to faces that have had a lot 
> of movement, without going too "off model". Also tracking flames to moving 
> bodies. In that situation, I have to account for the flames going beyond the 
> edges of the person, but sometimes just blurring or offsetting the UV map 
> (baked out) is enough to get me over the line.
> 
> Converting SmartVectors to motion vectors is nice too. 
> 
> Cheers,
> Michael
> 
> On 12 July 2016 at 12:31, Howard Jones <how...@axis-vfx.com 
> <mailto:how...@axis-vfx.com>> wrote:
> What’s the trick!! - still waiting for a success (apart from some funky 
> effects)
> 
> Howard Jones
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com <mailto:how...@axis-vfx.com> | w: 
> www.axis-vfx.com <http://www.axis-vfx.com/>
> 
>> On 12 Jul 2016, at 16:23, Michael Garrett <michaeld...@gmail.com 
>> <mailto:michaeld...@gmail.com>> wrote:
>> 
>> For me, SmartVector has been a game changer. The updated colour management 
>> is also welcome.
>> 
>> On 12 July 2016 at 10:22, Rich Bobo <richb...@mac.com 
>> <mailto:richb...@mac.com>> wrote:
>> Hi all,
>> 
>> Just wondering what is the general opinion on upgrading to Nuke 10? Since 
>> it’s been out for a while now, are there any major flaws to recommend 
>> against upgrading or any significant advantages…?
>> 
>> Thanks!
>> Rich
>> 
>> 
>

Re: [Nuke-users] Nuke 10 Reviews?

2016-07-28 Thread Howard Jones
Great to hear Juan

Just so you know our lovely hiero has crashed once again on export - this time 
a windows machine and has taken the whole machine down with it (again)
Good luck with getting this product up to standard.

Howard Jones


> On 27 Jul 2016, at 19:04, Juan Salazar <sala...@thefoundry.co.uk> wrote:
> 
> Hi Everyone,
> 
> As some of you know I’m an artist and whilst working at The Foundry I have 
> also continued to freelance outside of work using Nuke Studio.  I’ve just 
> completed five jobs finishing and grading music videos so I’ve personally 
> seen how fast and efficient Nuke Studio can be as well as felt the 
> frustrations when it lets you down, especially at export.
> 
> I’m obviously a big fan of The Foundry’s software, in fact I was one of the 
> original champions of the Nuke and Hiero workflow back in my days as a Nuke 
> compositor. When I first saw the potential and how powerful the tools could 
> be together, I was really excited about how it could change the way artists 
> like me work. I think many of you probably agree with that statement. It’s 
> for this reason that I moved to work for The Foundry and why I have now 
> gladly accepted the role of Product Manager for Nuke Studio.
> 
> My first job has been to look at our roadmap for the next few releases and 
> ensure we’re getting the most important fixes and improvements out to you as 
> quickly as possible.  I’ve already set up a team to focus on playback and 
> we’re working out a timeline to get some more quick wins on export, transform 
> and reformats and create comp into your hands asap.  More on this soon.
> 
> Like Sean said, we’re working out the best way to improve the feedback loop 
> with you all and will be sharing plans on this really soon as well.  In the 
> meantime, I hope you are looking forward to this new chapter with as much 
> excitement as I am.
>  
> Juan
> 
> On Jul 27, 2016 at 18:52, Sean Brice <s...@thefoundry.co.uk 
> <mailto:s...@thefoundry.co.uk> wrote:
> 
> 
> Hi Everyone,
> 
> We are happy to see Nuke 10 has been adopted quickly and you’re pleased with 
> many of the new features and stability improvements. We also know there’s 
> more to do.  
> 
> First I’d like to thank you for continuing to contribute ideas and feedback. 
> This is invaluable as we continually evolve the Nuke family of products.
> 
> Addressing Nuke Studio specifically, we know that it hasn’t been the 
> smoothest of rides.  We’re sorry for the frustrations, both from the software 
> and our communications. When we launched Nuke Studio we had a vision which 
> was hugely exciting, and our drive toward that vision hasn’t changed. While 
> Nuke Studio is a great tool for conform, collaboration and project 
> supervision, it's not where we want it yet for consistent real time playback.
> 
> We are making changes.  To ensure we better address the needs of Nuke Studio 
> and its users we’re creating a new Product Manager role within the Nuke team 
> focused exclusively on Nuke Studio. Juan Salazar, who has been a key advocate 
> for Nuke Studio, and remains a keen commercial user of both Nuke and Nuke 
> Studio will be taking this role.
> 
> We’re also working to ensure we are better connected with you, we want to 
> improve the feedback loop and make certain we’re collecting your ideas more 
> efficiently as well as sharing information on our plans for the product.  
> We’ve been talking about this for a while with you so have lots of good ideas 
> and will have more to share soon. 
> 
> Cheers,
> 
> S
> 
> 
> 
> 
> On Fri, Jul 15, 2016 at 10:36 AM, Charles Bedwell 
> <charles.bedw...@encorepost.com <mailto:charles.bedw...@encorepost.com>> 
> wrote:
> We used it extensively on 2 90 minute shows late last year, early this year 
> and it was... Okay. Conformed the entire show off Arri prores and kept our 50 
> odd shots spread out over the timeline. Performance was pretty sluggish at 
> the best of times, in hindsight I should have written everything out to DPX 
> and worked off of that, it may have sped things up. Didn't have a whole lot 
> of issues like what Frank has been describing, but this was on v9.
> 
> I've had several conversations with The Foundry about performance in longform 
> but it's mostly news to them. Constant unexplained hangs, no realtime 
> playback, the adding a track when dragging a clip is super annoying - as 
> mentioned.
> 
> Since that project finished I've been mostly using an Autodesk product that 
> rhymes with Frame, and the difference is night and day.
> 
> 
> 
> On 15 Jul 2016, at 10:20 am, Igor Majdandzic <subscripti...@badgerfx.com 
> <mailto:subscripti...@badgerfx.com>> wrote:
&

Re: [Nuke-users] Nuke 10 Reviews?

2016-07-15 Thread Howard Jones
Sounds about right. 

We just use Hiero and have often wasted days trying to get it to work. Batch 
renders stop (tried the one thread idea but no joy);
the timeline often auto creates a new track when moving clips up a layer; 
sequences can break etc... 

Yet the Foundry have time to release a new product without fixing the old ones. 
Still feels like a version 1 release. 

NukeStudio? Life's too short. 

Howard

> On 15 Jul 2016, at 7:07 am, Frank Rueter|OHUfx  wrote:
> 
> I don't know if I should laugh or cry but my afternoon has been wasted trying 
> to get a graphic on top of a shot and view the result in the timeline.

-- 



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Whitchurch Lane

Bristol BS14 0BH

 

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Re: [Nuke-users] Nuke 10 Reviews?

2016-07-14 Thread Howard Jones
Thanks. Think I'm on 10v1 so will upgrade

Howard

> On 14 Jul 2016, at 7:56 am, Marten Blumen <mar...@gmail.com> wrote:
> 
> in 10.v3 it comes up in the tab menu as RayRender(BETA). Also in the toolbar 
> below 'ScanlineRender'. May be a X feature.
> 
>> On 14 July 2016 at 18:28, Howard Jones <how...@axis-vfx.com> wrote:
>> How do you get the rayrenderer up? i tried calling it via 'x' but keep 
>> getting errors
>> 
>> Howard
>> 
>>> On 13 Jul 2016, at 8:03 pm, Marten Blumen <mar...@gmail.com> wrote:
>>> 
>>> AutoFoundry or FoundryDesk rolls off the tongue nicely :)
>>> 
>>> Nuke10 is really good. Very good auto caching system which helps thing like 
>>> camera tracking, painting is meant to be smoother, vector tools are all 
>>> ace, no worries doing vector blurs now - looks better, processes faster. 
>>> Still old boring bugs and slowdowns in the 3d system, but the raytracer has 
>>> just got deformation blurs too.  One option is that you can fill in the 
>>> gaps of the raytracer using PRenderman if needed.
>>> 
>>>> On 13 July 2016 at 20:28, Nathan Dunsworth <nathandunswo...@gmail.com> 
>>>> wrote:
>>>> At this point it's pretty obv the reasons for why things like this go on.
>>>> 
>>>> To big to fail smell like the autodesk mentality.  Just look at the email 
>>>> thread a month or so ago about support being a cluster fsk.
>>>> 
>>>> It's all about what's makes a pretty new features pdf to con the next 
>>>> purchase out.
>>>> 
>>>>> On Wednesday, July 13, 2016, Erik Johansson <erik.johans...@fido.se> 
>>>>> wrote:
>>>>> I think everyone got a lot of "Why?" questions
>>>>> 
>>>>>> On Jul 13, 2016 10:18, "Howard Jones" <how...@axis-vfx.com> wrote:
>>>>>> And if it is that easy, why on earth has the Foundry not fixed it??
>>>>>> 
>>>>>> Howard
>>>>>> 
>>>>>>> On 13 Jul 2016, at 7:45 am, Simon Björk <bjork.si...@gmail.com> wrote:
>>>>>>> 
>>>>>>> 
>>>>>>> Are you kidding me? Two years of being annoyed with this and the pref 
>>>>>>> is still working? Wow... I remember bug reporting this back when 9 was 
>>>>>>> released, but I guess it disappeared in the many many this that broke 
>>>>>>> with that release. I also remember trying to set the pref via scripting 
>>>>>>> and it didn't work (nuke.root()["clearOnSuccess"].setValue(False). I 
>>>>>>> wonder if this works now?
>>>>>>> 
>>>>>>> Anyway, thanks Nathan and Deke!
>>>>>>> 
>>>>>>> Skickat från min iPhone
>>>>>>> 
>>>>>>>> 12 juli 2016 kl. 23:58 skrev Nathan Dunsworth 
>>>>>>>> <nathandunswo...@gmail.com>:
>>>>>>>> 
>>>>>>>> In bold, thanks Deke for the suggestion...
>>>>>>>> 
>>>>>>>> Preferences {
>>>>>>>>  inputs 0
>>>>>>>>  name Preferences
>>>>>>>>  selectedGPUDeviceName "no GPU available"
>>>>>>>>  platformPathRemaps ""
>>>>>>>>  clearOnSuccess false
>>>>>>>> }
>>>>>>>> 
>>>>>>>> 
>>>>>>>>> On Tue, Jul 12, 2016 at 2:50 PM, Michael Garrett 
>>>>>>>>> <michaeld...@gmail.com> wrote:
>>>>>>>>> Howard,
>>>>>>>>> 
>>>>>>>>> I've been using it for temp shots right now, which means it's more 
>>>>>>>>> forgiving and I don't need to do the cleanup to such an extent on the 
>>>>>>>>> 5-15% of it that glitches out. But I'm just using it in a pretty 
>>>>>>>>> vanilla way, no secret methodology as far as I know.  With 
>>>>>>>>> VectorDistort, I've been setting the frame distance to zero. I've 
>>>>>>>>> been tracking stuff to faces that have had a lot of movement, without 
>>>>>>>>> going too "off model". Also tracking flames to moving bodies. In that 
>>>>>>>>> situation, I have to account

Re: [Nuke-users] Nuke 10 Reviews?

2016-07-14 Thread Howard Jones
How do you get the rayrenderer up? i tried calling it via 'x' but keep getting 
errors

Howard

> On 13 Jul 2016, at 8:03 pm, Marten Blumen <mar...@gmail.com> wrote:
> 
> AutoFoundry or FoundryDesk rolls off the tongue nicely :)
> 
> Nuke10 is really good. Very good auto caching system which helps thing like 
> camera tracking, painting is meant to be smoother, vector tools are all ace, 
> no worries doing vector blurs now - looks better, processes faster. Still old 
> boring bugs and slowdowns in the 3d system, but the raytracer has just got 
> deformation blurs too.  One option is that you can fill in the gaps of the 
> raytracer using PRenderman if needed.
> 
>> On 13 July 2016 at 20:28, Nathan Dunsworth <nathandunswo...@gmail.com> wrote:
>> At this point it's pretty obv the reasons for why things like this go on.
>> 
>> To big to fail smell like the autodesk mentality.  Just look at the email 
>> thread a month or so ago about support being a cluster fsk.
>> 
>> It's all about what's makes a pretty new features pdf to con the next 
>> purchase out.
>> 
>>> On Wednesday, July 13, 2016, Erik Johansson <erik.johans...@fido.se> wrote:
>>> I think everyone got a lot of "Why?" questions
>>> 
>>>> On Jul 13, 2016 10:18, "Howard Jones" <how...@axis-vfx.com> wrote:
>>>> And if it is that easy, why on earth has the Foundry not fixed it??
>>>> 
>>>> Howard
>>>> 
>>>>> On 13 Jul 2016, at 7:45 am, Simon Björk <bjork.si...@gmail.com> wrote:
>>>>> 
>>>>> 
>>>>> Are you kidding me? Two years of being annoyed with this and the pref is 
>>>>> still working? Wow... I remember bug reporting this back when 9 was 
>>>>> released, but I guess it disappeared in the many many this that broke 
>>>>> with that release. I also remember trying to set the pref via scripting 
>>>>> and it didn't work (nuke.root()["clearOnSuccess"].setValue(False). I 
>>>>> wonder if this works now?
>>>>> 
>>>>> Anyway, thanks Nathan and Deke!
>>>>> 
>>>>> Skickat från min iPhone
>>>>> 
>>>>>> 12 juli 2016 kl. 23:58 skrev Nathan Dunsworth 
>>>>>> <nathandunswo...@gmail.com>:
>>>>>> 
>>>>>> In bold, thanks Deke for the suggestion...
>>>>>> 
>>>>>> Preferences {
>>>>>>  inputs 0
>>>>>>  name Preferences
>>>>>>  selectedGPUDeviceName "no GPU available"
>>>>>>  platformPathRemaps ""
>>>>>>  clearOnSuccess false
>>>>>> }
>>>>>> 
>>>>>> 
>>>>>>> On Tue, Jul 12, 2016 at 2:50 PM, Michael Garrett 
>>>>>>> <michaeld...@gmail.com> wrote:
>>>>>>> Howard,
>>>>>>> 
>>>>>>> I've been using it for temp shots right now, which means it's more 
>>>>>>> forgiving and I don't need to do the cleanup to such an extent on the 
>>>>>>> 5-15% of it that glitches out. But I'm just using it in a pretty 
>>>>>>> vanilla way, no secret methodology as far as I know.  With 
>>>>>>> VectorDistort, I've been setting the frame distance to zero. I've been 
>>>>>>> tracking stuff to faces that have had a lot of movement, without going 
>>>>>>> too "off model". Also tracking flames to moving bodies. In that 
>>>>>>> situation, I have to account for the flames going beyond the edges of 
>>>>>>> the person, but sometimes just blurring or offsetting the UV map (baked 
>>>>>>> out) is enough to get me over the line.
>>>>>>> 
>>>>>>> Converting SmartVectors to motion vectors is nice too. 
>>>>>>> 
>>>>>>> Cheers,
>>>>>>> Michael
>>>>>>> 
>>>>>>>> On 12 July 2016 at 12:31, Howard Jones <how...@axis-vfx.com> wrote:
>>>>>>>> What’s the trick!! - still waiting for a success (apart from some 
>>>>>>>> funky effects)
>>>>>>>> 
>>>>>>>> Howard Jones
>>>>>>>> Visual Effects Supervisor
>>>>>>>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>>>&g

Re: [Nuke-users] c44 Matrix for Nuke 10

2016-07-13 Thread Howard Jones
Great :)

Howard

> On 13 Jul 2016, at 5:01 pm, Mads Lund  wrote:
> 
> http://community.thefoundry.co.uk/discussion/topic.aspx?f=189=124304
> 
> Den onsdag den 13. juli 2016 skrev Ben Woodhall :
>> Hi Rory, Howard, et al.,
>> 
>> Rory is after a version of c44Matrix for Nuke 10.  Has anyone had a go at 
>> compiling for Nuke 10 (or even Nuke 9)?  
>> Howard - I know that you built this for Nuke 8.  Any useful advice?
>> 
>> Thanks,  Ben
>> 
>> 
>>> On 11 Jul 2016, at 16:34, Rory Mark  wrote:
>>> 
>>> Hi Ben,
>>> I wonder if you could help me - 
>>> I am trying to find a compiled version of the c44Matrix plugin for Nuke10 ?
>>> 
>>> I was following a thread on the forum and came across your address.
>>> If this doesn't exist - any ideas on how to transform worldP position to 
>>> screen space.
>>> I can do this via a script and sampling points but need to affect the whole 
>>> image? is that possible in 
>>> a python script?
>>> I am essentially trying to compare two images in screen space, transformed 
>>> from two different camera matrices. (exr metadata worldtoNDC)
>>> 
>>> Hope that makes sense?
>>> Thanks so much.
>>> Rory Mark
>>> The Flying Circus
>>> 
>>> Disclaimer and confidentiality notice:
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>>> The information contained in this message and or attachments is intended 
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>> 
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>> Software Engineer
>> The Foundry Visionmongers Ltd 
>> 5 Golden Square
>> London, W1F 9HT
>> Tel: +44(0)20 7473 4350
>> Web: www.thefoundry.co.uk
>> Email: ben.woodh...@thefoundry.co.uk
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[Nuke-users] Re: c44 Matrix for Nuke 10

2016-07-13 Thread Howard Jones
Hi

I haven't been able to compile anything for since v8 due to GCC issues I'm 
afraid 

Howard

> On 13 Jul 2016, at 4:32 pm, Ben Woodhall  wrote:
> 
> Hi Rory, Howard, et al.,
> 
> Rory is after a version of c44Matrix for Nuke 10.  Has anyone had a go at 
> compiling for Nuke 10 (or even Nuke 9)?  
> Howard - I know that you built this for Nuke 8.  Any useful advice?
> 
> Thanks,  Ben
> 
> 
>> On 11 Jul 2016, at 16:34, Rory Mark  wrote:
>> 
>> Hi Ben,
>> I wonder if you could help me - 
>> I am trying to find a compiled version of the c44Matrix plugin for Nuke10 ?
>> 
>> I was following a thread on the forum and came across your address.
>> If this doesn't exist - any ideas on how to transform worldP position to 
>> screen space.
>> I can do this via a script and sampling points but need to affect the whole 
>> image? is that possible in 
>> a python script?
>> I am essentially trying to compare two images in screen space, transformed 
>> from two different camera matrices. (exr metadata worldtoNDC)
>> 
>> Hope that makes sense?
>> Thanks so much.
>> Rory Mark
>> The Flying Circus
>> 
>> Disclaimer and confidentiality notice:
>> This is a legally privileged and confidential communication intended only 
>> for the addressee. If you are not the intended recipient or you have 
>> received this communication in error, you are hereby strictly prohibited 
>> from using, disseminating, distributing or copying this e-mail or any of the 
>> attachments or parts thereof, and you are kindly requested to notify us and 
>> delete the erroneous communication. We do not accept liability for any 
>> damages, loss or expense arising from this e-mail and/or from the accessing 
>> of any attachments (including damages caused by computer viruses). We do not 
>> accept any legal responsibility for the accuracy or correctness of the 
>> contents, for views and opinions expressed in this email and/or its 
>> attachments.
>> 
>> Attention:
>> The information contained in this message and or attachments is intended 
>> only for the person or entity to which it is addressed and may contain 
>> confidential and/or privileged material. Any review, retransmission, 
>> dissemination or other use of, or taking of any action in reliance upon, 
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>> prohibited. If you received this in error, please contact the sender and 
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>> privacy notice can be found online @ 
>> http://www.spectrum.tv/Documents/PrimediaPrivacyNotice_Spectrum.pdf or 
>> http://www.flyingcircus.tv/Documents/PrimediaPrivacyNotice_FlyingCircus.pdf 
> 
> Ben Woodhall
> Software Engineer
> The Foundry Visionmongers Ltd 
> 5 Golden Square
> London, W1F 9HT
> Tel: +44(0)20 7473 4350
> Web: www.thefoundry.co.uk
> Email: ben.woodh...@thefoundry.co.uk
> 
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Re: [Nuke-users] Nuke 10 Reviews?

2016-07-13 Thread Howard Jones
And if it is that easy, why on earth has the Foundry not fixed it??

Howard

> On 13 Jul 2016, at 7:45 am, Simon Björk <bjork.si...@gmail.com> wrote:
> 
> 
> Are you kidding me? Two years of being annoyed with this and the pref is 
> still working? Wow... I remember bug reporting this back when 9 was released, 
> but I guess it disappeared in the many many this that broke with that 
> release. I also remember trying to set the pref via scripting and it didn't 
> work (nuke.root()["clearOnSuccess"].setValue(False). I wonder if this works 
> now?
> 
> Anyway, thanks Nathan and Deke!
> 
> Skickat från min iPhone
> 
>> 12 juli 2016 kl. 23:58 skrev Nathan Dunsworth <nathandunswo...@gmail.com>:
>> 
>> In bold, thanks Deke for the suggestion...
>> 
>> Preferences {
>>  inputs 0
>>  name Preferences
>>  selectedGPUDeviceName "no GPU available"
>>  platformPathRemaps ""
>>  clearOnSuccess false
>> }
>> 
>> 
>>> On Tue, Jul 12, 2016 at 2:50 PM, Michael Garrett <michaeld...@gmail.com> 
>>> wrote:
>>> Howard,
>>> 
>>> I've been using it for temp shots right now, which means it's more 
>>> forgiving and I don't need to do the cleanup to such an extent on the 5-15% 
>>> of it that glitches out. But I'm just using it in a pretty vanilla way, no 
>>> secret methodology as far as I know.  With VectorDistort, I've been setting 
>>> the frame distance to zero. I've been tracking stuff to faces that have had 
>>> a lot of movement, without going too "off model". Also tracking flames to 
>>> moving bodies. In that situation, I have to account for the flames going 
>>> beyond the edges of the person, but sometimes just blurring or offsetting 
>>> the UV map (baked out) is enough to get me over the line.
>>> 
>>> Converting SmartVectors to motion vectors is nice too. 
>>> 
>>> Cheers,
>>> Michael
>>> 
>>>> On 12 July 2016 at 12:31, Howard Jones <how...@axis-vfx.com> wrote:
>>>> What’s the trick!! - still waiting for a success (apart from some funky 
>>>> effects)
>>>> 
>>>> Howard Jones
>>>> Visual Effects Supervisor
>>>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>>> 
>>>>> On 12 Jul 2016, at 16:23, Michael Garrett <michaeld...@gmail.com> wrote:
>>>>> 
>>>>> For me, SmartVector has been a game changer. The updated colour 
>>>>> management is also welcome.
>>>>> 
>>>>> On 12 July 2016 at 10:22, Rich Bobo <richb...@mac.com> wrote:
>>>>>> Hi all,
>>>>>> 
>>>>>> Just wondering what is the general opinion on upgrading to Nuke 10? 
>>>>>> Since it’s been out for a while now, are there any major flaws to 
>>>>>> recommend against upgrading or any significant advantages…?
>>>>>> 
>>>>>> Thanks!
>>>>>> Rich
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> Rich Bobo
>>>>>> Senior VFX Compositor
>>>>>> Armstrong White
>>>>>> Email:  rich.b...@armstrong-white.com
>>>>>> http://armstrong-white.com/
>>>>>> 
>>>>>> Email:  richb...@mac.com
>>>>>> Mobile:  (248) 840-2665
>>>>>> Web:  http://richbobo.com/
>>>>>> 
>>>>>> "The most beautiful thing we can experience is the mysterious. It is the 
>>>>>> source of all true art and science."
>>>>>> - Albert Einstein (1879 - 1955)
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> 
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>>>> 
>>>> 
>>>> 
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Re: [Nuke-users] Nuke 10 Reviews?

2016-07-13 Thread Howard Jones
Thanks for the feedback. I have some flames to track onto a head soon so I'll 
give it a go!

Howard

> On 12 Jul 2016, at 10:50 pm, Michael Garrett <michaeld...@gmail.com> wrote:
> 
> Howard,
> 
> I've been using it for temp shots right now, which means it's more forgiving 
> and I don't need to do the cleanup to such an extent on the 5-15% of it that 
> glitches out. But I'm just using it in a pretty vanilla way, no secret 
> methodology as far as I know.  With VectorDistort, I've been setting the 
> frame distance to zero. I've been tracking stuff to faces that have had a lot 
> of movement, without going too "off model". Also tracking flames to moving 
> bodies. In that situation, I have to account for the flames going beyond the 
> edges of the person, but sometimes just blurring or offsetting the UV map 
> (baked out) is enough to get me over the line.
> 
> Converting SmartVectors to motion vectors is nice too. 
> 
> Cheers,
> Michael
> 
>> On 12 July 2016 at 12:31, Howard Jones <how...@axis-vfx.com> wrote:
>> What’s the trick!! - still waiting for a success (apart from some funky 
>> effects)
>> 
>> Howard Jones
>> Visual Effects Supervisor
>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>> 
>>> On 12 Jul 2016, at 16:23, Michael Garrett <michaeld...@gmail.com> wrote:
>>> 
>>> For me, SmartVector has been a game changer. The updated colour management 
>>> is also welcome.
>>> 
>>> On 12 July 2016 at 10:22, Rich Bobo <richb...@mac.com> wrote:
>>>> Hi all,
>>>> 
>>>> Just wondering what is the general opinion on upgrading to Nuke 10? Since 
>>>> it’s been out for a while now, are there any major flaws to recommend 
>>>> against upgrading or any significant advantages…?
>>>> 
>>>> Thanks!
>>>> Rich
>>>> 
>>>> 
>>>> 
>>>> Rich Bobo
>>>> Senior VFX Compositor
>>>> Armstrong White
>>>> Email:  rich.b...@armstrong-white.com
>>>> http://armstrong-white.com/
>>>> 
>>>> Email:  richb...@mac.com
>>>> Mobile:  (248) 840-2665
>>>> Web:  http://richbobo.com/
>>>> 
>>>> "The most beautiful thing we can experience is the mysterious. It is the 
>>>> source of all true art and science."
>>>> - Albert Einstein (1879 - 1955)
>>>> 
>>>> 
>>>> 
>>>> 
>>>> 
>>>> 
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>> 
>> 
>> 
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Re: [Nuke-users] Nuke 10 Reviews?

2016-07-12 Thread Howard Jones
I’m missing that too!

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com <mailto:how...@axis-vfx.com> | w: 
www.axis-vfx.com <http://www.axis-vfx.com/>
> On 12 Jul 2016, at 17:58, Nathan Dunsworth <nathandunswo...@gmail.com> wrote:
> 
> All that and they still cant put back in the script editor preference that 
> they took out by accident back in 9.
> 
> Guess I must be a minority in that if I take something out by accident I put 
> it at max priority and not "give us feedback on how important it is" level :/
> 
> On Tue, Jul 12, 2016 at 9:52 AM, Deke Kincaid <dekekinc...@gmail.com 
> <mailto:dekekinc...@gmail.com>> wrote:
> Pretty good so far.
> Way more stable then Nuke 9.0v8. Stability is pretty amazing for a v1 release 
> where it normally takes till v5 or v7 to get this far and 9.0v8 still crashed 
> like crazy. 9.0 imho was the worst release for stability since 5.0/6.0.
> OCIO in read/write nodes is pretty nice, still needs work.  
> On linux I can use a modern compiler finally(gcc4.8)!  
> New raytracer is cool and fast, works with reflections/refractions shaders
> Smart Vectors and VectorBlur2 is an awesome update.
> Arri SDK was finally updated(9.x was 2-3 years old).  Can read files from 
> newer cameras such as Arri65.
> bad: 
> Not as stable as Nuke 7
> OCIO has major issues around Quicktime, MXF, DNG and Red files.  Works fine 
> if you only use image sequences.
> OCIO testing and switching profiles a bunch of stuff randomly breaks and 
> crashes. Once you lock them down it works fine.
> Still has weird completely random crashes when reading files, especially 
> around Red files.
> Red SDK is ancient, so again, you can’t read the newest camera files properly
> Localization rework still has a ton of issues with larger facilities and 
> isn’t fully ready for prime time yet (will work for smaller shops).
> Compiling plugins on osx linked to external libraries still sucks.  You have 
> to use a compiler on a machine frozen in carbonate from the stone age (snow 
> leopard).
> Raytracer is beta, not extendable, a lot of features still don’t work with it 
> (deep, sprites).
> 
> 
> On Tue, Jul 12, 2016 at 7:22 AM, Rich Bobo <richb...@mac.com 
> <mailto:richb...@mac.com>> wrote:
> Hi all,
> 
> Just wondering what is the general opinion on upgrading to Nuke 10? Since 
> it’s been out for a while now, are there any major flaws to recommend against 
> upgrading or any significant advantages…?
> 
> Thanks!
> Rich
> 
> 
> 
> Rich Bobo
> Senior VFX Compositor
> Armstrong White
> Email:  rich.b...@armstrong-white.com <mailto:rich.b...@armstrong-white.com>
> http://armstrong-white.com/ <http://armstrong-white.com/>
> 
> Email:  richb...@mac.com <mailto:richb...@mac.com>
> Mobile:  (248) 840-2665 <tel:%28248%29%20840-2665>
> Web:  http://richbobo.com/ <http://richbobo.com/>
> 
> "The most beautiful thing we can experience is the mysterious. It is the 
> source of all true art and science."
> - Albert Einstein (1879 - 1955)
> 
> 
> 
> 
> 
> 
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Re: [Nuke-users] Nuke 10 Reviews?

2016-07-12 Thread Howard Jones
What’s the trick!! - still waiting for a success (apart from some funky effects)

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com <mailto:how...@axis-vfx.com> | w: 
www.axis-vfx.com <http://www.axis-vfx.com/>
> On 12 Jul 2016, at 16:23, Michael Garrett <michaeld...@gmail.com> wrote:
> 
> For me, SmartVector has been a game changer. The updated colour management is 
> also welcome.
> 
> On 12 July 2016 at 10:22, Rich Bobo <richb...@mac.com 
> <mailto:richb...@mac.com>> wrote:
> Hi all,
> 
> Just wondering what is the general opinion on upgrading to Nuke 10? Since 
> it’s been out for a while now, are there any major flaws to recommend against 
> upgrading or any significant advantages…?
> 
> Thanks!
> Rich
> 
> 
> 
> Rich Bobo
> Senior VFX Compositor
> Armstrong White
> Email:  rich.b...@armstrong-white.com <mailto:rich.b...@armstrong-white.com>
> http://armstrong-white.com/ <http://armstrong-white.com/>
> 
> Email:  richb...@mac.com <mailto:richb...@mac.com>
> Mobile:  (248) 840-2665 <tel:%28248%29%20840-2665>
> Web:  http://richbobo.com/ <http://richbobo.com/>
> 
> "The most beautiful thing we can experience is the mysterious. It is the 
> source of all true art and science."
> - Albert Einstein (1879 - 1955)
> 
> 
> 
> 
> 
> 
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Re: [Nuke-users] What do you miss from the Planartracker?

2016-05-27 Thread Howard Jones
Would be good. Add new smart vector tool too. 

Howard

> On 27 May 2016, at 12:10 am, Marten Blumen  wrote:
> 
> To digress; overall it would be good if NukeX would pursue a best-in-class 
> goal - like the new Vector tools. 
> 
> Currently it appears that if it reaches 3/4 then it's finished, i.e. camera 
> tracker performance is better in Nuke10 with caching but SynthEyes solves 
> more robustly, the roto tools could do with soft selections as in 3d packages 
> to move a bunch of vertices with weighting , planar tracker should compete 
> with mocha 90% of the time, denoise should compete with Neat, RayTracer is 
> still far behind AtomKraft from 4 years ago, the 3d viewport is death just 
> viewing normals.  
> 
>> On 26 May 2016 at 23:17, Igor Majdandzic  wrote:
>> Is it still the "planar" implementation of the cameratracker, or does it 
>> track textures by now? That was always the big annoying difference to mocha.
>> 
>> 
>> 
>>> Am 26.05.2016 um 01:00 schrieb Randy Little:
>>> Dito Andrew.  
>>> 
>>> Randy S. Little
>>> http://reel.rslittle.com
>>> http://imdb.com/name/nm2325729/
>>> 
>>> 
 On Wed, May 25, 2016 at 6:45 PM, Andrew Mumford  wrote:
 1. Nuke Planar bails on tracks that Mocha handles easily. 
 2. Mocha is faster.
 3. Nuke's implementation of B-Splines sucks so using Planar Tracker to 
 help with Roto is less useful than it should be - I refuse to use Nuke 
 Beziers for a lot of roto - terrible results IMO and Nuke Bezier never 
 really got as good as Shake had them.
 4. Cannot Ctrl Drag select more than one corner select multiple corner 
 point for the Planar Surface itself, (yet you can just fine in a regular 
 corner pin ?!).
 5. UI is really hard to work in especially again with Planar Surfaces 
 since you can only grab the corner points and they are just dots like 
 every other point in the Viewer - somehow just making them yellow is not 
 exactly cutting it ... try this in Mocha - you can easily drag edges as 
 well - why doesn't Nuke have this and more for the money you pay for it ?
 6. and on and on and on
 
 ... back to sleep now ...
 ---
 Andrew Mumford
 
 On May 24, 2016, at 08:56 AM, Mads Lund  wrote:
 
> I know quite a few people who was not too pleased with the departure of 
> the old   Nuke Planartracker, but I was thinking 
> about, what you guys are missing from the current Nuke Planartracker / 
> Planartracker workflow?
> And likes/dislikes...
> 
> 
> -- 
> Best regards.
> Mads Hagbarth Lund
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Re: [Nuke-users] mov option in herio / NS

2016-05-23 Thread Howard Jones
Actually 32 bit gets you the old mov options.

On Hiero 10 I can see it here in export window but I see you mean source 
settings so no help anyway.

Howard Jones
Visual Effects Supervisor
m: 07973 265624 | e: how...@axis-vfx.com <mailto:how...@axis-vfx.com> | w: 
www.axis-vfx.com <http://www.axis-vfx.com/>
> On 23 May 2016, at 11:07, adam jones <adam@mac.com> wrote:
> 
> sorry, where would I in fact do that in NS / herio
> 
> I have search high and low
> 
> when I select a clip in the time line and look at the media tab.
> 
> it gives me the colour space pull down and a ghosted ycbcr matrix pull down 
> but the video range is missing.
> 
> regards
> -adam
> 
> 
> On 23/05/2016, at 7:53 PM, Howard Jones <mrhowardjo...@yahoo.com 
> <mailto:mrhowardjo...@yahoo.com>> wrote:
> 
>> I think you have to go to 32 bit mov to find it.
>> 
>> H
>> 
>>> On 23 May 2016, at 10:41, adam jones <adam@mac.com 
>>> <mailto:adam@mac.com>> wrote:
>>> 
>>> sorry after reading over my post I feel I might have not been very clear.
>>> 
>>> so aside from it being a pain to work with QT files in nuke we are 
>>> converting to *.exr files because there seems to be a bug that causes the 
>>> avid DNX files to strobe all over the place.
>>> 
>>> When we do the conversion we set the sourse range to "video range" prior to 
>>> out putting to *.exr files.
>>> 
>>> Currently we are doing this in nuke...
>>> 
>>> things are getting to get really busy so I was try to help with this by 
>>> setting all the conversion and script creation in NS / herio.
>>> 
>>> I attached a file in my previous post as refference to the setting I am 
>>> talking about.
>>> 
>>> So my question is where is this "mpv option" in NS / herio
>>> 
>>> cheers guys
>>> -adam
>>> 
>>> 
>>> 
>>> On May 23, 2016, at 02:57 PM, adam jones <adam@mac.com 
>>> <mailto:adam@mac.com>> wrote:
>>> 
>>>> Hey all
>>>> 
>>>> I am sure its probably right in front of me but where do I access
>>>> 
>>>> the mov option in NS or herio
>>>> 
>>>> we need to set a pull down to "video range" in nuke the default is "full 
>>>> range"
>>>> 
>>>> any pointers would be awesome
>>>> 
>>>> image attached
>>>> 
>>>> regards
>>>> -adam
>>>> 
>>>> 
>>>> image attached
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Re: [Nuke-users] mov option in herio / NS

2016-05-23 Thread Howard Jones
I think you have to go to 32 bit mov to find it.

H

> On 23 May 2016, at 10:41, adam jones  wrote:
> 
> sorry after reading over my post I feel I might have not been very clear.
> 
> so aside from it being a pain to work with QT files in nuke we are converting 
> to *.exr files because there seems to be a bug that causes the avid DNX files 
> to strobe all over the place.
> 
> When we do the conversion we set the sourse range to "video range" prior to 
> out putting to *.exr files.
> 
> Currently we are doing this in nuke...
> 
> things are getting to get really busy so I was try to help with this by 
> setting all the conversion and script creation in NS / herio.
> 
> I attached a file in my previous post as refference to the setting I am 
> talking about.
> 
> So my question is where is this "mpv option" in NS / herio
> 
> cheers guys
> -adam
> 
> 
> 
> On May 23, 2016, at 02:57 PM, adam jones  wrote:
> 
>> Hey all
>> 
>> I am sure its probably right in front of me but where do I access
>> 
>> the mov option in NS or herio
>> 
>> we need to set a pull down to "video range" in nuke the default is "full 
>> range"
>> 
>> any pointers would be awesome
>> 
>> image attached
>> 
>> regards
>> -adam
>> 
>> 
>> image attached
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Re: [Nuke-users] Foundry support speed

2016-03-25 Thread Howard Jones
Was thinking exactly the same yesterday 

Howard Jones
VFX Supervisor and Founder
axisVFX

> On 25 Mar 2016, at 6:07 pm, Hugo Léveillé <hu...@fastmail.net> wrote:
> 
> Is it me or The foundry support speed had dropped considerably over the
> last year or 2? I used to get answers the same day that I made my
> ticket, not it takes weeks   
> 
> -- 
>  Hugo Léveillé
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[Nuke-users] TEST - please ignore

2016-03-14 Thread Howard Jones
Test only - told you to ignore ;)

Howard Jones



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Re: [Nuke-users] Email not in spam test - please respond

2016-03-14 Thread Howard Jones
Well it appears to be that if any yahoo.com  email doesn’t 
go through a yahoo server to be verified it gets marked and spam.
So I guess from work it goes through a different server first and for the list 
I suspect your system probably also causes this trip up.

Whichever way I should switch account for this list I think.

> On 14 Mar 2016, at 15:02, Lucy Wilkes  wrote:
> 
> Hi Howard,
> 
> It looks as though Gmail is the common factor. Just to let you know that we 
> use it here and so your messages might not be getting through to anyone at 
> The Foundry... They go to spam for me - just checked and there were a few in 
> there!
> 
> Regards,
> Lucy
> 
> On Mon, Mar 14, 2016 at 5:08 AM, Carlos Trijueque  > wrote:
> A little progress. It doesn't go straight to Spam but Gmail told me that
> it is because of my filters (I have your email address whitelisted) and
> still flags it as Spam.
> 
> ./charlie
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> 
> 
> 
> 
> -- 
> Lucy Wilkes   
> 
> Senior Software Engineer
> The Foundry
> 5 Golden Square, London, W1F 9HT
> Tel: +44 (0)20 7479 4350 <> 
> Web: www.thefoundry.co.uk 
> Email: l...@thefoundry.co.uk
>  <>  
> 
> The Foundry Visionmongers Ltd.
> Registered in England and Wales No: 4642027
> 
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Re: [Nuke-users] Email not in spam test - please respond

2016-03-14 Thread Howard Jones
Though that might also explain why I haven’t had anyone look at an open support 
question recently
> On 14 Mar 2016, at 15:21, Howard Jones <mrhowardjo...@yahoo.com> wrote:
> 
> Well it appears to be that if any yahoo.com <http://yahoo.com/> email doesn’t 
> go through a yahoo server to be verified it gets marked and spam.
> So I guess from work it goes through a different server first and for the 
> list I suspect your system probably also causes this trip up.
> 
> Whichever way I should switch account for this list I think.
> 
>> On 14 Mar 2016, at 15:02, Lucy Wilkes <l...@thefoundry.co.uk 
>> <mailto:l...@thefoundry.co.uk>> wrote:
>> 
>> Hi Howard,
>> 
>> It looks as though Gmail is the common factor. Just to let you know that we 
>> use it here and so your messages might not be getting through to anyone at 
>> The Foundry... They go to spam for me - just checked and there were a few in 
>> there!
>> 
>> Regards,
>> Lucy
>> 
>> On Mon, Mar 14, 2016 at 5:08 AM, Carlos Trijueque <li...@ctrijueque.com 
>> <mailto:li...@ctrijueque.com>> wrote:
>> A little progress. It doesn't go straight to Spam but Gmail told me that
>> it is because of my filters (I have your email address whitelisted) and
>> still flags it as Spam.
>> 
>> ./charlie
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>> <http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users>
>> 
>> 
>> 
>> -- 
>> Lucy Wilkes   
>> 
>> Senior Software Engineer
>> The Foundry
>> 5 Golden Square, London, W1F 9HT
>> Tel: +44 (0)20 7479 4350 <> 
>> Web: www.thefoundry.co.uk <http://www.thefoundry.co.uk/>
>> Email: l...@thefoundry.co.uk
>>  <>  
>> 
>> The Foundry Visionmongers Ltd.
>> Registered in England and Wales No: 4642027
>> 
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Re: [Nuke-users] IBK and crunchy black edges

2016-03-14 Thread Howard Jones
Hi Darren

Only usually if I pull up the balance sliders at the top of the node (not at 
machine) or if excessive sharpening is in the footage. 

Howard

> On 14 Mar 2016, at 5:09 am, Darren Coombes  wrote:
> 
> Hi All.
> Got some footage where the plate has a well lit greenscreen, nice and even.
> Trying to use ibk to get soft edge detail which normally works a treat, but 
> it's getting black crunchy edges, which i think is something to do with the 
> internal despill algorithm of the ibk.
> 
> The footage is 10bit dpx, which is read in as logi then converted into scene 
> linear.
> 
> Anyone else had this issue with getting soft edge key with IBK?
> Thanks.
> Darren.
> Check out some of my work...
> www.vimeo.com/darrencoombes
> 
> Mob:  +61 418 631 079
> Skype:  darrencoombes
> Twitter:  @durwood81
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[Nuke-users] Email not in spam test - please respond

2016-03-13 Thread Howard Jones
Hi

Could anyone tell me if this is not in spam please? Only need a couple of 
replies, before this gets too noisey.

Thanks

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Re: [Nuke-users] Nuke Stack Exchange Proposal

2016-02-25 Thread Howard Jones
Personally I don't mind the dumb questions. I've done enough of them myself but 
also I have noticed that this also helps develop a new generation (I'm getting 
old) of users who have the confidence to answer these questions. 

I'm for this as it is a way to spread knowledge. 

What I don't like about stackoverflow is when researching something myself I 
often see people berated for their question in which the berator could have 
answered in less time than it took to er... berate them. 

Also I have had to read all this to find out my question isn't answered. 

I'm all for quality questions and I'm for not fragmenting the list, but I'm not 
for having a list that discourages newbies on finding their feet in a forum. 

I know I have sometimes given a short comment but it's not something I'd mean 
to do. 

I think quality answers are the key. 

There, a reply of length that even Henrik might be proud of ;)

Howard

> On 25 Feb 2016, at 10:08 pm, Nathan Rusch  wrote:
> 
> I have to agree with Frank as well. I love StackExchange, and keep an eye on 
> the 'nuke' tag on StackOverflow (among other things), but I don't think the 
> community would really benefit from being any more fragmented, even if it 
> would be adding a really nice platform to the mix. People already post the 
> same questions to both StackOverflow and the Foundry forums on occasion, 
> which means answering them sometimes turns out to be a waste of time.
>  
> I also have to agree that many people's use of the community resources don't 
> align with the StackExchange ethos of doing your due diligence before asking 
> questions. Rather we get the same basic questions repeated (and answered) 
> over and over again because people can't be bothered to do a little leg work.
>  
> I think it would be great if the existing community forums were migrated to 
> StackExchange, but I'm not very optimistic about something like that 
> happening.
>  
>  
> -Nathan
> 
>  
> From: Frank Rueter|OHUfx
> Sent: Wednesday, February 24, 2016 7:14 PM
> To: nuke-users@support.thefoundry.co.uk
> Subject: Re: [Nuke-users] Nuke Stack Exchange Proposal
>  
> I love StackExchange and it's self monitored nature and set of rules ensure 
> high quality questions and answers, and an easy way to find the answer to a 
> question that has already been posed.
> People that are too lazy to do their own homework/research and expect spoon 
> feeding from others instead will have a hard time there, which helps improve 
> the quality of questions/answers immensely.
> StackExchange is far superior to the current forums/mailing lists for sure.
> 
> However, my main concern would be to have another parallel community to the 
> user list and forum, and thus dilute information flow further (the reason I 
> refused to have a forum on Nukepedia even though I was badgered plenty of 
> times to do it).
> 
> Ideally I'd love a stack exchange type of quality in the official forum, but 
> right now we are already struggling with having a mailing list and forum 
> parallel to each other, with only the forum being the "official" channel, 
> which has already caused loss of information along the way.
> 
> So, ironically, I'd recommend posting this on the "official" forum rather 
> than the mailing list, to see if the Foundry have thoughts on this as well.
> It would be awesome to reconcile the community channels into one 
> StackExchange format.
> 
> Thanks for bringing this up!
> 
> frank
> 
> 
>> On 25/02/16 12:37 pm, aaron barclay wrote:
>> Hey Nuke list,
>> 
>> There is an effort going on to get a Stack Exchange site off the ground for 
>> Nuke. If you are familiar with Stack Exchange you might agree it is a pretty 
>> good fit for a home of technical questions (and answers) and could be a 
>> great resource for nuke in the future to complement those already out there.
>> 
>> Those not familiar may wish to check out some of the other sites in the 
>> stack exchange network to get a feel for what they are.
>> 
>> Some examples:
>> 
>> http://stackoverflow.com/
>> 
>> http://video.stackexchange.com/
>> 
>> http://blender.stackexchange.com/
>> 
>> http://math.stackexchange.com/
>> 
>> Read the stack exchange wikipedia:
>> 
>> https://en.wikipedia.org/wiki/Stack_Exchange
>> 
>> Right now the proposal is in definition stage and needs some people to 
>> follow the proposal as well as join in shaping questions and voting. The 
>> whole thing needs an active community to get it going. If you think this 
>> might be useful jump in and get involved and pass it on!
>> 
>> No one person owns or controls this site, the types of questions and topics 
>> it covers is up to the community. It can cover all levels, beginner to 
>> advanced. It is completely open to mould the types of questions that are 
>> relevant. C++ Ndk? Compositing technique? Python API? Colour questions etc.
>> 
>> Its a cross between reddit, wikipedia and forums.
>> 
>> The FAQ is worth reading because the 

Re: [Nuke-users] Keying and compositing in Nuke-- tutorial and template

2016-02-17 Thread Howard Jones
Hi Don

I had a cursory glance through this and was immediately worried about the 
upfront section on light wrap (don't worry read on). 

I battle a lot with mid level and sometimes senior artists with light wrap. 
Often I'm presented with s shitty comp with light wrap thrown on top to 
disguise it. So I make them take it all off and improve the key. 

However I was pleased that you go into the need for this to be subtle and in 
your example it is subtle. 

The only thing is, I teach this as blending the fg and bg colours due to the fg 
being sampled against green rather than a true bg colour. When you remove the 
green you don't get the bg pixels' blend you get the same pixels without green. 
Hence the need to blend the bg colours and mimic a  camera sample against the 
bg. 

Lightwrap to me is taking the brightest parts of the image, assessing whether 
or not they would bleed into the FG (like a light source would) and then blend 
this in someway. 

It may be semantics but I find talking about how pixels are sampled in a camera 
and hoe they create an average* colour at that point (*over simplification I 
know) and why you need to 'resample' against the BG useful. Then lightwrap 
becomes a technique of it's own. 

So in your example the feet would need a blend too, and light wrap would be 
applied on top. 

As I say it was a cursory read so may have missed you make this point earlier.

Nice work though. 

Howard

> On 17 Feb 2016, at 6:38 am, Don Starnes  wrote:
> 
> i just published an article and tutorial about keying and compositing in Nuke 
> on ProVideo Coalition: 
> http://www.provideocoalition.com/keying-and-compositing-in-nukex. My tutorial 
> includes my NukeX keying and compositing template. Nuke mailing lists and 
> forums helped me learn Nuke; I'm hoping that this tutorial will help other 
> Nuke students. 
> 
> Best wishes,
> Don
>  
>  
> Don Starnes
> Director of Photography
> d...@donstarnes.com
>  
> donstarnes.com/dp/
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Re: [Nuke-users] List All read nodes

2016-02-15 Thread Howard Jones
This is what I have for basically all nodes - but is GUI based


def listReadNodes(n=nuke.selectedNodes()):
text=''
result=''
line=0
# sort out nodes to find
if not n:
nodes2use=nuke.allNodes()
else:
nodes2use=n
# iterate through nodes and print the file path
for n in nodes2use:
if n.Class() in {'Read', 'ReadGeo2'}:
line+=1
result+= str(line)+')  '+n['name'].value()+' 
\t'+n['file'].value()+'\n'
print >> sys.stderr,  result

return result
r =listReadNodes()
nuke.display("r", nuke.root(), "List of Read and ReadGeo Paths", 1500)

> On 15 Feb 2016, at 07:27, Howard Jones <mrhowardjo...@yahoo.com> wrote:
> 
> Out of interest can you just use nuke.allNodes('Read') and see if they have 
> an output and same for ReadGeo?
> 
> Howard
> 
>> On 14 Feb 2016, at 11:33 pm, Ben Dickson <ben.dick...@rsp.com.au> wrote:
>> 
>> Your recursive tree walking is probably going over every possible 
>> combination of connections, when you only need to visit each node once 
>> (since once you have checked all upstream connections from one node, there's 
>> no need to check them again)
>> 
>> This should be mostly equivalent to your "recursiveDependencies" method - 
>> mainly it is just quicker, but it also handles when a node is disabled (by 
>> only checking the primary pipe)
>> 
>> def _get_upstream(starter, _visited=None):
>>   """Get upstream nodes, handling disabled nodes sensibly
>>   """
>> 
>>   if _visited is None:
>>   _visited = set()
>> 
>>   elif starter in _visited:
>>   # If a node is already visisted, it's inputs have already been
>>   # inspected, so, skip.
>>   return
>> 
>>   yield starter
>> 
>>   if ('disable' in starter.knobs()
>>   and starter['disable'].value()
>>   and not starter['disable'].hasExpression()
>>   ):
>> 
>>   # Disabled permenantly (non-expression),
>>   # only look at first input
>>   first_input = starter.input(0)
>>   if first_input is None:
>>   # Node has no inputs (e.g empty Group with zero inputs)
>>   return # done
>>   else:
>>   for n in _get_upstream(first_input, _visited=_visited):
>>   _visited.add(n)
>>   yield n
>> 
>>   else:
>>   # Regular node, look at all upstream nodes
>>   inputs = starter.dependencies(
>>   nuke.HIDDEN_INPUTS|nuke.INPUTS|nuke.EXPRESSIONS)
>>   for curinp in inputs:
>>   for n in _get_upstream(curinp, _visited=_visited):
>>   _visited.add(n)
>>   yield n
>> 
>> 
>>> On 13/02/16 08:49, J Bills wrote:
>>> This might not be the most efficient, but we have this in place as part
>>> of a larger archive script, happy to share:
>>> 
>>> 
>>> 
>>> import nuke
>>> import os
>>> import sys
>>> 
>>> 
>>> def recursiveDependencies(n):
>>>  '''Given a node, find all upstream nodes. This works, but for moderately
>>>  complex nuke graphs it can take a long long time, eg 516 nodes found in
>>>  1418 seconds'''
>>>  thisDependencies = set(n.dependencies())
>>>  if not thisDependencies:
>>>return set()
>>>  dependencyDependencies = set()
>>>  for nn in thisDependencies:
>>>dependencyDependencies.update(recursiveDependencies(nn))
>>>  return thisDependencies.union(dependencyDependencies)
>>> 
>>> def findOutputs():
>>>  result = []
>>>  for n in nuke.allNodes():
>>>if n.Class() in ["Write"]:
>>>  result.append(n)
>>>  return result
>>> 
>>> def findInputsFromOutputs():
>>>  result = set()
>>>  for n in findOutputs():
>>>dependencies = recursiveDependencies(n)
>>>for dependent in dependencies:
>>>  if dependent.Class() in ['Read','ReadGeo']:
>>>result.add(os.path.dirname(nuke.filename(dependent)))
>>>  return list(result)
>>> 
>>> def printInputsFromOutputs():
>>>  print '\n'.join(findInputsFromOutputs())
>>> 
>>> def findInputs():
>>>  result = set()
>>>  for n in nuke.allNodes():
>>>if n.Class() in ["Read", "ReadGeo"]:
>>>  result.add(os.path.dirname(nuke.filename(n)))
>>>  result = list(result)
>>>  resul

Re: [Nuke-users] List All read nodes

2016-02-14 Thread Howard Jones
Out of interest can you just use nuke.allNodes('Read') and see if they have an 
output and same for ReadGeo?

Howard

> On 14 Feb 2016, at 11:33 pm, Ben Dickson  wrote:
> 
> Your recursive tree walking is probably going over every possible combination 
> of connections, when you only need to visit each node once (since once you 
> have checked all upstream connections from one node, there's no need to check 
> them again)
> 
> This should be mostly equivalent to your "recursiveDependencies" method - 
> mainly it is just quicker, but it also handles when a node is disabled (by 
> only checking the primary pipe)
> 
> def _get_upstream(starter, _visited=None):
>"""Get upstream nodes, handling disabled nodes sensibly
>"""
> 
>if _visited is None:
>_visited = set()
> 
>elif starter in _visited:
># If a node is already visisted, it's inputs have already been
># inspected, so, skip.
>return
> 
>yield starter
> 
>if ('disable' in starter.knobs()
>and starter['disable'].value()
>and not starter['disable'].hasExpression()
>):
> 
># Disabled permenantly (non-expression),
># only look at first input
>first_input = starter.input(0)
>if first_input is None:
># Node has no inputs (e.g empty Group with zero inputs)
>return # done
>else:
>for n in _get_upstream(first_input, _visited=_visited):
>_visited.add(n)
>yield n
> 
>else:
># Regular node, look at all upstream nodes
>inputs = starter.dependencies(
>nuke.HIDDEN_INPUTS|nuke.INPUTS|nuke.EXPRESSIONS)
>for curinp in inputs:
>for n in _get_upstream(curinp, _visited=_visited):
>_visited.add(n)
>yield n
> 
> 
>> On 13/02/16 08:49, J Bills wrote:
>> This might not be the most efficient, but we have this in place as part
>> of a larger archive script, happy to share:
>> 
>> 
>> 
>> import nuke
>> import os
>> import sys
>> 
>> 
>> def recursiveDependencies(n):
>>   '''Given a node, find all upstream nodes. This works, but for moderately
>>   complex nuke graphs it can take a long long time, eg 516 nodes found in
>>   1418 seconds'''
>>   thisDependencies = set(n.dependencies())
>>   if not thisDependencies:
>> return set()
>>   dependencyDependencies = set()
>>   for nn in thisDependencies:
>> dependencyDependencies.update(recursiveDependencies(nn))
>>   return thisDependencies.union(dependencyDependencies)
>> 
>> def findOutputs():
>>   result = []
>>   for n in nuke.allNodes():
>> if n.Class() in ["Write"]:
>>   result.append(n)
>>   return result
>> 
>> def findInputsFromOutputs():
>>   result = set()
>>   for n in findOutputs():
>> dependencies = recursiveDependencies(n)
>> for dependent in dependencies:
>>   if dependent.Class() in ['Read','ReadGeo']:
>> result.add(os.path.dirname(nuke.filename(dependent)))
>>   return list(result)
>> 
>> def printInputsFromOutputs():
>>   print '\n'.join(findInputsFromOutputs())
>> 
>> def findInputs():
>>   result = set()
>>   for n in nuke.allNodes():
>> if n.Class() in ["Read", "ReadGeo"]:
>>   result.add(os.path.dirname(nuke.filename(n)))
>>   result = list(result)
>>   result.sort()
>>   return result
>> 
>> def printInputs():
>>   print '\n'.join(findInputs())
>> 
>> 
>> 
>> 
>> On Thu, Feb 11, 2016 at 11:34 AM, Dan Stein
>> >
>> wrote:
>> 
>>For non-GUI you can load Nuke as a Python module.
>> 
>>
>> http://docs.thefoundry.co.uk/nuke/80/pythondevguide/nuke_as_python_module.html
>> 
>>Then just collect the Read and ReadGeo nodes however you would in
>>the GUI, nuke.allNodes('Read')... etc
>> 
>>On Feb 11, 2016, at 10:52 AM, Gabor Hovanyi >> wrote:
>> 
>>>for reads, you could use nukescripts.get_script_data() or
>>>nukescripts.get_reads()
>>> 
>>>-g
>>> 
>>>On Thu, Feb 11, 2016 at 10:26 AM, Gary Jaeger >>> wrote:
>>> 
>>>Is there a way, preferably in non-gui mode, to quickly
>>>generate a list of all read nodes, including geo, used in a
>>>script?
>>> 
>>>Gary Jaeger // Core Studio
>>>249 Princeton Avenue
>>>Half Moon Bay, CA 94019
>>>650.728.7957  (direct)
>>>650.728.7060  (main)
>>>http://corestudio.com 
>>> 
>>> 
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>>>,
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>>> 
>>> 
>>>___
>>>   

Re: [Nuke-users] Tips for damaged footage

2016-02-10 Thread Howard Jones
Thanks. I have some nasty photron footage that may benefit. Be good to able to 
clean that up. 

Howard

> On 10 Feb 2016, at 7:02 pm, Hugo Léveillé <hu...@fastmail.net> wrote:
> 
> Hey
>  
> I don't think you can use this as a grain/regrain solution. But I might be 
> wrong. As I see it, the grain is not a frequency that goes crazy and create 
> an overall defect in the entire plate but an overall sensor response that is 
> baked in the image.
>  
> And adding grain node to a checkerboard will generate values everywhere
>  
> But I have seen some crazy thing in a image that I just could not believe 
> that could be removed without affecting a single detail.
>  
>  
>  
>> On Wed, Feb 10, 2016, at 04:24, Howard Jones wrote:
>> Thanks Hugo
>>  
>> That's a great tip. Have you looked at any degrain/ regrain through this 
>> process?
>> I was going to have a play tomorrow and see if anything works.
>>  
>> Howard
>>  
>>> On 10 Feb 2016, at 02:11, Hugo Léveillé <hu...@fastmail.net> wrote:
>>> Hey
>>> 
>>> I have made a tutorial on something like this a few weeks ago. I have
>>> not seen your clip but maybe it could help. You need to use the FFT node
>>> (fast fourier transform) to remove the problematic pattern. 
>>> 
>>> Like I said, it depends of the clip, but I'm pretty sure it can help
>>> 
>>> Here is the tutorial : https://youtu.be/1EDd2Pv5EWY
>>> 
>>> 
>>> -- 
>>>  Hugo Léveillé
>>>  
>>>> On Feb 9, 2016, at 9:05 PM, Martin Sheeran <martinshee...@outlook.com> 
>>>> wrote:
>>>> Hi
>>>> 
>>>> 
>>>> 
>>>> I have a footage that for some reason, has a weird vertical pattern in it. 
>>>> I don't know if it is the camera or maybe the transfer, but it's in there. 
>>>> I tried neat video, it helped, but I can still feel the pattern. 
>>>> 
>>>> 
>>>> 
>>>> Any plugin or gizmo that could fix this kind of problem? 
>>>> 
>>>> ___
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Re: [Nuke-users] Tips for damaged footage

2016-02-10 Thread Howard Jones
Thanks Hugo

That's a great tip. Have you looked at any degrain/ regrain through this 
process?
I was going to have a play tomorrow and see if anything works.

Howard

> On 10 Feb 2016, at 02:11, Hugo Léveillé  wrote:
> 
> Hey
> 
> I have made a tutorial on something like this a few weeks ago. I have
> not seen your clip but maybe it could help. You need to use the FFT node
> (fast fourier transform) to remove the problematic pattern. 
> 
> Like I said, it depends of the clip, but I'm pretty sure it can help
> 
> Here is the tutorial : https://youtu.be/1EDd2Pv5EWY
> 
> 
> -- 
>  Hugo Léveillé
> 
> 
>> On Feb 9, 2016, at 9:05 PM, Martin Sheeran  wrote:
>> 
>> Hi
>> 
>> 
>> I have a footage that for some reason, has a weird vertical pattern in it. I 
>> don't know if it is the camera or maybe the transfer, but it's in there. I 
>> tried neat video, it helped, but I can still feel the pattern. 
>> 
>> Any plugin or gizmo that could fix this kind of problem? 
>> ___
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Re: [Nuke-users] Channels changed - invalidating old unused channels

2016-01-12 Thread Howard Jones
Isn't that a feature to stop unused channels propogating through scripts and 
gizmos (as 'redguard' did)?

Howard

> On 12 Jan 2016, at 4:11 pm, Michael Garrett  wrote:
> 
> I see this too and had not noticed it until that long ago. I assumed it was 
> because I use Localise, but maybe not based on what you're saying.
> 
>> On 12 January 2016 at 07:13, Simon Björk  wrote:
>> I've been seeing this terminal message when working lately. It happens in 
>> different scripts. Anyone know what this is? Seems to slow down the 
>> interaction with Nuke. I don't have any caching in Read nodes. It does not 
>> happen with --safe, so it looks like there is something in my pipeline, but 
>> I don't know where to start looking.
>> 
>> /Simon
>> 
>> 
>> Channels changed - invalidating old unused channels for Grade4
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Merge19
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Grade4
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Grade4
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Grade4
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Grade4
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Grade4
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Grade4
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Colorspace2
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Colorspace1
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Grade17
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Colorspace2
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Colorspace1
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Grade17
>>  cache channels rgba new channels rgb
>> Channels changed - invalidating old unused channels for Colorspace2
>>  cache channels rgb new channels rgba
>> Channels changed - invalidating old unused channels for Colorspace1
>>  cache channels rgb new channels rgba
>> Channels changed - invalidating old unused channels for Grade17
>>  cache channels rgb new channels rgba
>> Channels changed - invalidating old unused channels for Grade17
>>  cache channels rgb new channels rgba
>> 
>> 
>> 
>> 
>> 
>> 
>> ---
>> Simon Björk
>> Compositor/TD
>> 
>> +46 (0)70-2859503
>> www.bjorkvisuals.com
>> 
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Re: [Nuke-users] looper

2015-12-17 Thread Howard Jones
Good glad it's worked out. Named after the film of the same name of course. 

Howard

> On 17 Dec 2015, at 4:39 pm, Gary Jaeger <g...@corestudio.com> wrote:
> 
> Howard-
> 
> Looper is awesome, thanks!
> 
>> On Tue, Dec 15, 2015 at 12:28 PM, Howard Jones <mrhowardjo...@yahoo.com> 
>> wrote:
>> Attached hopefully is the looper tool.
>> It adds inputs to an append node and uses the append tool’s logic.
>> 
>> 
>> 
>>> On 15 Dec 2015, at 19:40, Gary Jaeger <g...@corestudio.com> wrote:
>>> 
>>> whenever I have to do this, I assume I’m doing it wrong or that somebody 
>>> must have written something. Let’s say I have an element that’s 150 frames 
>>> long. The comp is 1000 frames. I want that element to loop with crossfades. 
>>> What’s the most efficient way to do that? I always end up with a janky set 
>>> of time offsets and blends. 
>>> 
>>> A single node with input(source) in+out, output in+out and fade duration 
>>> would be handy. It would just keep looping the source until the output out.
>>> 
>>> Gary Jaeger // Core Studio
>>> 249 Princeton Avenue
>>> Half Moon Bay, CA 94019
>>> 650.728.7957 (direct)
>>> 650.728.7060 (main)
>>> http://corestudio.com
>>> 
>>> ___
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>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
> 
> 
> 
> -- 
> Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650.728.7957 (direct) • 650.728.7060 (main)
> http://corestudio.com
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Re: [Nuke-users] looper

2015-12-15 Thread Howard Jones
I have a gizmo I made called looper that does just that. I'll see if I can dig 
it out and ping it to you. Did it for the same reason. 

Howard

> On 15 Dec 2015, at 7:40 pm, Gary Jaeger  wrote:
> 
> whenever I have to do this, I assume I’m doing it wrong or that somebody must 
> have written something. Let’s say I have an element that’s 150 frames long. 
> The comp is 1000 frames. I want that element to loop with crossfades. What’s 
> the most efficient way to do that? I always end up with a janky set of time 
> offsets and blends. 
> 
> A single node with input(source) in+out, output in+out and fade duration 
> would be handy. It would just keep looping the source until the output out.
> 
> Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650.728.7957 (direct)
> 650.728.7060 (main)
> http://corestudio.com
> 
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Re: [Nuke-users] looper

2015-12-15 Thread Howard Jones
Attached hopefully is the looper tool.It adds inputs to an append node and uses the append tool’s logic.

Looper.gizmo
Description: Binary data
On 15 Dec 2015, at 19:40, Gary Jaeger  wrote:whenever I have to do this, I assume I’m doing it wrong or that somebody must have written something. Let’s say I have an element that’s 150 frames long. The comp is 1000 frames. I want that element to loop with crossfades. What’s the most efficient way to do that? I always end up with a janky set of time offsets and blends. A single node with input(source) in+out, output in+out and fade duration would be handy. It would just keep looping the source until the output out.
Gary Jaeger // Core Studio249 Princeton AvenueHalf Moon Bay, CA 94019650.728.7957 (direct)650.728.7060 (main)http://corestudio.com

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Re: [Nuke-users] frame number text label

2015-12-10 Thread Howard Jones
I usually put it upstream of the retime node. 

Howard

> On 10 Dec 2015, at 7:29 p.m., Gary Jaeger  wrote:
> 
> how would I add a text layer to a read node so that it displays the input 
> frame number of the clip, rather than the current frame of the script? In 
> other words, if I had a clip that, downstream, I was doing some retimes on 
> but for reference I wanted see the original frame number from the read?
> 
> Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650.728.7957 (direct)
> 650.728.7060 (main)
> http://corestudio.com
> 
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Re: [Nuke-users] geo tracking in Nuke

2015-12-01 Thread Howard Jones
Excellent!

Is there a way to export moving camera and static object too ?

Howard

> On 2 Dec 2015, at 12:47 a.m., Frank Rueter|OHUfx  wrote:
> 
> Christmas came early:
> https://vimeo.com/channels/nukepedia/147533966
> 
> This is a much requested feature which is why I'm posting it outside the 
> usual Nukepeida channels.
> Thanks Roman!!
> 
> -- 
>  vfx compositing | workflow customisation and consulting
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Re: [Nuke-users] NukeStudio - control frame server renders for comp container

2015-11-24 Thread Howard Jones
Render in out. That 's what we need. 

Howard

> On 24 Nov 2015, at 6:24 a.m., Frank Rueter|OHUfx  wrote:
> 
> Yes, I could, true.
> Using the Write node's frame range rather than it's lifetime seems to work 
> though. I just need to remember to reset that when I'm done.
> 
>> On 11/24/2015 07:17 PM, Phillip Lange wrote:
>> Hi Frank
>> 
>> Could you make two discreet shots from the one clip ?
>> 
>> That way you'd have one comp container fro 1=>1199 and another one for 
>> 1200=>1700 ?
>> 
>> If you've already done the comp for the whole shot you could just import 
>> that into the new shots and render each one from the timeline separately.
>> 
>> But yeah I agree more control of the frame server in general is high up on 
>> my wishlist.
>> 
>> Good luck
>> 
>> Phill.
>> 
>> 
>> 
>> 
>>> On Tue, Nov 24, 2015 at 5:12 PM, Frank Rueter|OHUfx  wrote:
>>> and for a bit of fun trivia )sorry for the monologue):
>>> with the write node's lifetime range set, I get non-descriptive errors when 
>>> rendering in the timeline (F7 on the comp container) but rendering in the 
>>> node graph (F7 on the Write node) seems to work fine.
>>> 
>>> 
>>> 
>>> 
 On 11/24/2015 07:08 PM, Frank Rueter|OHUfx wrote:
 to follow up my own question with an answer:
 using the Write node's lifetime range seems to work, so the frame server 
 just zips up to the frame the Write node starts being active on.
 
 
> On 11/24/2015 06:51 PM, Frank Rueter|OHUfx wrote:
> Hi all,
> 
> quick question for those who have used NukeStudio a bit more than me:
> I have a comp container for a shot that is about 1700 frames and I need 
> to adjust an animation to match sound/narration around frame 1200.
> So, in my workflow I'd like to adjust key frames and cache the viewer to 
> play it back with audio - turns out the Nuke viewer still can't do it 
> even when launched as NukeStudio - boo!
> So I switch back to the timeline and render the comp container. However, 
> i don't want the frame server to render the first 1200 frames cause there 
> is nothing there that's sounds relevant. I need NukeStudio to render the 
> comp container starting at frame 1200 (I don't care if it keeps rendering 
> the rest but I need it to start at clip frame 1200).
> How do you achieve this?
> I thought I'd trick it by trimming the first 1200 frame of the comp 
> container in the timeline - turns out it still renders everything 
> starting   with frame 1.
> 
> So, on my wish list would be:
> A - finally make the Nunke (aka "comp") viewer play back sound
> B - have some control where a comp container is rendered from, e.g. start 
> at where the play head sits in the timeline, obey in and out points, 
> trimming etc
> 
> Any cool tips or tricks here?
> 
> Cheers,
> frank
> 
> 
> -- 
>  vfx compositing | workflow customisation and 
> consulting
> 
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Re: [Nuke-users] CUBE-Keyer for NukeStudio and Hiero - Comming soon.

2015-11-15 Thread Howard Jones
Sell it to the foundry ;)
They need some good ideas right now. 

Howard

> On 15 Nov 2015, at 9:55 p.m., Frank Rueter|OHUfx  wrote:
> 
> nice one!!
> 
>> On 11/14/2015 09:16 PM, Ron Ganbar wrote:
>> Beautiful stuff as always, Mads!
>> Update when this is available.
>> 
>> 
>> 
>> 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 Sat, Nov 14, 2015 at 1:43 AM, Mads Lund  wrote:
>>> I know there are a few of you who have asked for this some time ago.
>>> http://www.hagbarth.net/?p=1021
>>> 
>>> Should be ready some time next week.
>>> 
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Re: [Nuke-users] Alexa log screwed in nuke 9??

2015-11-13 Thread Howard Jones
It’s ok - I have now (re)found the issue 

There is a gamma2.4 which isn’t in the list - which has come from having a 
nuke8 template in nuke9.

I wish they would sort this bug/feature out.

H

> On 13 Nov 2015, at 11:14, Howard Jones <mrhowardjo...@yahoo.com> wrote:
> 
> Hi 
> 
> Further to this - this is the difference I have between AlexaLogC in nuke 8 
> (left) AlexaLogC in nuke9 (right).
> The image is really flat and the curve is very different. Can anyone confirm 
> deny the righthand curve.
> 
> I’m suspecting the curves are out of sync ala the LUT bug.
> 
> Nuke Support please see below thread.
> 
> Thanks
> H
> 
> 
> 
>> On 26 Oct 2015, at 20:09, Deke Kincaid <dekekinc...@gmail.com 
>> <mailto:dekekinc...@gmail.com>> wrote:
>> 
>> I was incorrect about the matrices change.  What you are seeing may just be 
>> the bug which Bruno mentioned.  I am not sure.  It is probably best to talk 
>> to support if you are seeing a major differences.
>> 
>> Joseph Goldstone from Arri was having trouble getting on the mailing list 
>> but he asked me to post this to the list:
>> There would have been a change of matrices with the introduction of SUP 3.0 
>> around December of 2010 or January of 2011. That was when Log C V3 was 
>> introduced.
>> And then with the introduction of the ALEXA Studio, with its optional 
>> slide-into-place internal ND, there was a new matrix set introduced, but the 
>> old matrices still applied when you didn’t have the ND slid into place. 
>> (There was no optics supplier on earth who could give us perfect spectral 
>> flatness given how thin the ND has to be—the optical path is compressed on 
>> the Studio because of the mechanical mirror shutter that supports the 
>> optical viewfinder. So we shipped new matrices. That was in December of 2011.
>> The response of the ALEXA 65 sensor is slightly different than that of the 
>> smaller more traditional 35mm sensors, so we introduced new matrices to 
>> support it in the SDK that went out this summer (summer of 2015).
>> But if you go out and shoot POA [Plain Old ARRIRAW] today, i.e. not a Studio 
>> and not an ALEXA65, you are applying the same matrices now that you were in 
>> January of 2011. We’ve improved our debayering algorithms since then, but we 
>> provide all the old ones, at least, all the ones since the introduction of 
>> the ALEXA predecessor, the D-21, which predates my starting at ARRI in 
>> January of 2011. We revere stability — three fully backwards-compatible 
>> matrix updates in 4.5 years
>> 
>> 
>> 
>> 
>> On Mon, Oct 26, 2015 at 8:42 AM, Deke Kincaid <dekekinc...@gmail.com 
>> <mailto:dekekinc...@gmail.com>> wrote:
>> I don’t know.  You would have to ask the folks at Arri.
>> 
>> On Fri, Oct 23, 2015 at 3:40 PM, Howard Jones <mrhowardjo...@yahoo.com 
>> <mailto:mrhowardjo...@yahoo.com>> wrote:
>> Thanks Deke
>> 
>> It's a very different sdk then. Any idea why such a big change?
>> 
>> Howard
>> 
>> On 23 Oct 2015, at 10:38 p.m., Deke Kincaid <dekekinc...@gmail.com 
>> <mailto:dekekinc...@gmail.com>> wrote:
>> 
>>> Ari will often change and refine their color matrices between sdk versions. 
>>>  So even though people make fun of Red's endless color versions(RedGammaX 
>>> and Red/DragonColorX), at-least you can always get to an older version when 
>>> they change theirs.  Hiero 1.9 has the same SDK as Nuke 8.  You would need 
>>> Hiero 9.x to get the same SDK as Nuke 9.x.
>>> 
>>> On Fri, Oct 23, 2015 at 12:18 PM, Howard Jones <mrhowardjo...@yahoo.com 
>>> <mailto:mrhowardjo...@yahoo.com>> wrote:
>>> I’ve been looking at raw alexa files converted to linear in nuke8 and 
>>> nuke9. Nuke9 seems screwed or is it a feature (doesn’t match Hiero 1.9v1)!!
>>> 
>>> Howard___
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Re: [Nuke-users] Export user tracks to Axis from CameraTracker

2015-10-30 Thread Howard Jones
I think Michael is looking at the point cloud, not the solved tracker. 
Is that right?  The tracker has the options Frank is talking about. 

Howard

> On 31 Oct 2015, at 1:15 a.m., Frank Rueter|OHUfx  wrote:
> 
> Are we talking about the same thing?
> When I camera track something here and solve the tracks, I can right click on 
> any solved 3D point and create objects on it:
> 
> 
> 
>> On 31/10/15 7:04 am, Michael Garrett wrote:
>> There's no right click option to do that from the point cloud when the 
>> Viewer is on the CameraTracker, but after the point cloud is exported from 
>> the tracker, the point can be selected in vertex mode and an Axis can be 
>> snapped to it. I notice that survey points are added to the exported point 
>> cloud as black points. Which would be hard to read if the point cloud is 
>> dark.
>> 
>> So that's probably faster than what I was doing. Thanks Frank! But it would 
>> be good if there was a menu option to do what you're saying.
>> 
>> 
>> 
>>> On 29 October 2015 at 21:41, Frank Rueter|OHUfx  wrote:
>>> I haven't looked at it in a while but can't you just right click on the 
>>> solved point in the viewer to create an Axis at it's location?
>>> 
>>> 
>>> 
>>> On 30/10/15 4:13 am, Michael Garrett wrote:
 I've been using the CameraTracker more these days and I noticed that when 
 I feed in 2D user tracks, after the track Nuke projects them into 3D space 
 which is potentially useful for generating an Axis.
 
 In the user track tab, the xyz position is available like in the older 
 ProjectionSolver node, however I couldn't immediately see a way to export 
 an Axis based on that solved 3D position. Of course it could automated 
 pythonically, but I was wondering if there is an existing way. For now, 
 I'm copy pasting the values out but I need to paste it into a text editor 
 to get rid of the xy values first.
 
 Thanks,
 Michael
 
 
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Re: [Nuke-users] Tracker averaging?

2015-10-24 Thread Howard Jones
One other is you have tracked lots of trackers around one point - to reduce 
noise, and then do the similar for 3 other areas.
Then if you average the 4 groups you can then select them to create a corner 
pin which only allows 4 trackers.

I used to have a tool to do just that but now its much easier.

H
> On 24 Oct 2015, at 10:26, Daniel Hartlehnert  wrote:
> 
> Hi Ian,
> 
> i am fully aware of the benefit of averaging several Trackers in order for 
> them to hopefully cancel out each others noise. I just don't see why you 
> would want to create a new averaged tracker. You already have the averaged 
> transform data in the Tracker Node transform tab when all individual trackers 
> contribute to it.
> 
> For baking out as Deke said, there is the export option (Yes, i used to use 
> expressions as well, not necessary anymore though).
> 
> I do reckon though, it might be useful if you want to use it elsewhere as 
> Howard mentioned. I just cannot imagine a scenario though.
> 
> Maybe i am just too dense here, but thanks for everybodies contribution!
> 
> Daniel
> 
> Am 23.10.2015 um 21:29 schrieb Ian Northrop:
> 
>> Here is my workflow (though this was more necessary before degraining became 
>> so good):  If I had a really noise plate, and my tracker was jumping around 
>> a lot, due to the grain, I would track the same feature a minimum of 3 times 
>> with 3 different trackers (1 node).  because they are started on a different 
>> pixel, but in the same feature-region, they would all get affected 
>> differently by the plate's grain, but stay "on-track" to the feature being 
>> tracked.  After this, you can select all 3, hit "average trackers," and the 
>> resulting single tracker that Nuke will give you is essentially a much 
>> better single tracker, with the effects of the grain averaged out.
>> 
>> 
>> 
>> On Friday, October 23, 2015 12:08 PM, Deke Kincaid > > wrote:
>> 
>> 
>> If you want to bake to a cornerpin or a transform?  It's a lot faster then 
>> typing an expression?
>> 
>> 
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Re: [Nuke-users] Tracker averaging?

2015-10-23 Thread Howard Jones
So you can use it elsewhere for one.

> On 23 Oct 2015, at 12:42, Daniel Hartlehnert  wrote:
> 
> Hi,
> 
> maybe i am missing something, but i don't really understand the usefulness of 
> the "average tracks" button in the tracker.
> I know what it does, but isn't that the same as having the T, R and S buttons 
> activated for each individual tracker? They will get averaged as well to 
> calculate the resulting transforms won't they?
> So whats the benefit of having one averaged tracker then?
> 
> Regards,
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[Nuke-users] Alexa log screwed in nuke 9??

2015-10-23 Thread Howard Jones
I’ve been looking at raw alexa files converted to linear in nuke8 and nuke9. 
Nuke9 seems screwed or is it a feature (doesn’t match Hiero 1.9v1)!!

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Re: [Nuke-users] Alexa log screwed in nuke 9??

2015-10-23 Thread Howard Jones
Thanks Deke

It's a very different sdk then. Any idea why such a big change?

Howard

> On 23 Oct 2015, at 10:38 p.m., Deke Kincaid <dekekinc...@gmail.com> wrote:
> 
> Ari will often change and refine their color matrices between sdk versions.  
> So even though people make fun of Red's endless color versions(RedGammaX and 
> Red/DragonColorX), at-least you can always get to an older version when they 
> change theirs.  Hiero 1.9 has the same SDK as Nuke 8.  You would need Hiero 
> 9.x to get the same SDK as Nuke 9.x.
> 
>> On Fri, Oct 23, 2015 at 12:18 PM, Howard Jones <mrhowardjo...@yahoo.com> 
>> wrote:
>> I’ve been looking at raw alexa files converted to linear in nuke8 and nuke9. 
>> Nuke9 seems screwed or is it a feature (doesn’t match Hiero 1.9v1)!!
>> 
>> Howard___
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Re: [Nuke-users] mac pro for Nuke?

2015-09-26 Thread Howard Jones
Hi Frank. 

I've been running on one for over a year. No issues really. GPUs perform well 
on nuke 9. 


Only issue is QTs across a NFS mount. But that's an OSX issue. 

Howard

> On 26 Sep 2015, at 11:21 a.m., Frank Rueter|OHUfx  wrote:
> 
> Hi everybody,
> 
> I am playing with the idea of buying a mac pro to run Nuke/Hiero. I have a 
> mixed linux/osx environment but my main (grunty) workstations so far have 
> been linux.
> Any anecdoets/advise that might be interesting here?
> I noticed that it's been a long time since the last mac pro came out, not 
> sure what to make of that.
> 
> Does the gpu(s) work ok with Nuke? Any downsides other than the price tag?
> 
> Cheers,
> frank
> 
> -- 
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Re: [Nuke-users] Multipart multichannel exrs vs. separate exrs

2015-09-12 Thread Howard Jones
That is a good point about which layers are left unused, however the time lag 
in not including these passes, then requesting a pass that could have been 
included, waiting for it would have a very negative impact on a fast turn 
around project. Far more than having them available anyway. 

On the other point If i needed an extra pass I would expect it to be as a 
separate file regardless of the original delivery. 

Howard

> On 12 Sep 2015, at 9:55 am, Elias Ericsson Rydberg 
>  wrote:
> 
> As a 3D lighter I prefer having it split into multiple files. Sure it's nice 
> to deliver one big exr to comp because then you know all the available 
> channels will show up in nuke. Easy and quick for compositor to bring into 
> the app. Neat.
> 
> But I see a few drawbacks, at least with the way the compositors used the 
> resulting passes. Some would just use the beauty pass and then maybe 
> add/subtract some lighting passes or use a mask or two. Making the majority 
> of the passes redundant But since they were still included, because they 
> might be nice to have, they mostly just caused a strain on the network.
> 
> Albeit this was a few years ago, and exr might have improved since. But even 
> so, when the compositor requested a new special pass. Like a second more 
> broad ambient occlusion pass. It became a bit of a hassle to copy that one 
> pass into the previously delivered main file in nuke and then write out a new 
> main file.
> 
> I know this I deviating from the original topic, which is faster, multipart 
> or monolithic? And the answer is of course "it depends". Does the compositor 
> use all the passes and does the monolith only include the very essentials 
> then that may be the faster route. Do you include a lot of masks and special 
> utility passes, then size of the file grows and the load on the network 
> unnecessary.
> 
> Excuse the long post, and for possibly just stating the obvious.
> 
> Den 12 sep 2015 2:06 fm skrev "Randy Little" :
>> was Just saying if someone would like I think there has been in depth 
>> discussion about it I believe.  Wasn't meaning to contradict you if it came 
>> off like that.  3 weeks no days off shortest day 13 hours brain left last 
>> week.   
>> 
>> Randy S. Little
>> http://www.rslittle.com/
>> http://www.imdb.com/name/nm2325729/
>> 
>> 
>> 
>>> On Fri, Sep 11, 2015 at 4:37 PM, Nathan Rusch  
>>> wrote:
>>> Yup, and that's part of what I said. I just wanted to point out that 
>>> multiple file sequences *does* introduce its own form of overhead, but it's 
>>> still almost always the better option.
>>> 
>>>  
>>> From: Randy Little
>>> Sent: Friday, September 11, 2015 4:29 PM
>>> To: Nuke user discussion
>>> Subject: Re: [Nuke-users] Multipart multichannel exrs vs. separate exrs
>>>  
>>> Can't speak to multipart at all but there has always been discussion on the 
>>> list about monolithic multichannel files not being faster in traditional 
>>> networked workflows.  I"m sure I can find the archives and repost those 
>>> results.  (pretty sure actually data)
>>>  
>>> Randy S. Little
>>> http://www.rslittle.com/
>>> http://www.imdb.com/name/nm2325729/
>>> 
>>> 
>>>  
 On Fri, Sep 11, 2015 at 3:38 PM, Nathan Rusch  
 wrote:
 It has to *open* the file, yes, but opening does not imply reading.
  
 One of the main points of a multi-part file is to allow discrete access to 
 each part. As far as I know, hardly any renderers currently support 
 writing multi-part files though, and your 3D guys may not know how to set 
 them up even if they could, so chances are you're looking at 1.x files.
  
 To partially echo Thorsten, I think in theory multi-part files should be 
 faster than separate file sequences (I say "in theory" because I haven't 
 done any benchmarking of my own).
  
 Multiple file sequences generally beat monolithic single-part (i.e. 
 multi-layer EXR 1.x) files because of Nuke's selective channel access 
 behavior. In other words, you are rarely reading all of your AOVs at the 
 same time and same place in the node tree, but you are still paying the 
 decompression/read cost for all of them whenever one is read. Incremental 
 improvements to Nuke's caching system may have improved the situation with 
 mutli-layer 1.x files somewhat though.
  
 On the other side, using multiple sequences trades the 
 "read-and-decompress-everything" requirement for the overhead of requiring 
 Nuke to at least open and read each file's header in order to determine 
 what channels are available (regardless of what channels are actually 
 being read). If you use network storage like most people, this overhead 
 can increase quite a bit due to latency, cluster cache eviction, etc. 
 However, it's still generally better than the alternative.
  

Re: [Nuke-users] python expressions locking up the gui

2015-09-11 Thread Howard Jones
Hi

Try and see is its related to bug 47511 which is the one I had. 

Howard

> On 11 Sep 2015, at 9:30 pm, Elvis Au <el...@blueskystudios.com> wrote:
> 
> Hi Brian:
> 
> Thanks for the clarification on the behavior in Nuke - but it still strikes 
> me odd that  something seemingly innocuous like updating a text label field 
> in a backdrop would cause all of the tcl python code in the script to 
> evaluate (and per keypress). By the way, I've verified that our code updates 
> only once per script update and not multiple times so it's not bug 16881.
> 
> To answer your question about the kind of usage:  we are using these tcl 
> python expressions to auto select filters in reformat nodes based on input 
> criteria, or specifying the crop depending on the image size, or linking 
> fields to custom global python values, etc.  - these help standardize use of 
> filters,  image settings across the studio pipeline.  When all this code 
> executes at the same time because of a script change (like  a keystroke in a 
> text label), that's when it becomes an issue and could potentially pose an 
> upper limit to the size of our nuke trees unless we restructure or remove our 
> use of expressions. 
> 
> thanks for looking into this! =)
> 
> Elvis
> 
> 
> From: "Howard Jones" <mrhowardjo...@yahoo.com>
> To: "Ben Woodhall" <woodh...@thefoundry.co.uk>
> Cc: "Nuke user discussion" <nuke-users@support.thefoundry.co.uk>
> Sent: Friday, September 4, 2015 5:05:31 PM
> Subject: Re: [Nuke-users] python expressions locking up the gui
> 
> Ok. Just checked and i only ever had a ticket number. Could you check to see 
> if this is the same bug or similar. 
> 
> Ticket 201408101127
> 
> Howard
> 
> On 4 Sep 2015, at 2:30 pm, Ben Woodhall <woodh...@thefoundry.co.uk> wrote:
> 
> According to the bug it was submitted by Sean Looper.
> 
> 
> On 4 Sep 2015, at 11:54, Howard Jones wrote:
> 
> Hi Ben
> 
> Does this relate to the script I sent in then where the one slate / write 
> combination could slow down a script? Or is that a different bug?
> 
> Howard
> 
> On 4 Sep 2015, at 12:12 pm, Ben Woodhall <woodh...@thefoundry.co.uk> wrote:
> 
> Hi Elvis,
> 
> I'm afraid that re-evaluating expressions on changing the tree is deliberate. 
>  Nuke does not yet track dependencies for expression evaluation (in spite of 
> the expression arrows).  This means that any changes in the tree can 
> potentially change any other knobs (via an expression link).
> 
> Bug 16881 related to animated knobs which were being re-evaluated several 
> times per context (frame or tree change).  If your expressions re-evaluate 
> more than once per context then this is a recurrence of bug 16881.  If your 
> expressions re-evaluate once per context then I recommend that you raise a 
> feature request for tracking dependencies to avoid re-evaluating nodes which 
> are independent of modifications made in the tree (nodes, knobs or 
> connections).
> 
> We are aware that this can have significant performance issues with heavy 
> scripts/nodes and are keen to hear from any other users who also have 
> problems with performance when making minor modifications to big scripts 
> (judged by the size of the nuke script or heavy use of expressions).
> 
> Let me know if you need a hand getting the information out of your scripts.
> 
> Thanks,  Ben Woodhall
> 
> 
> On 3 Sep 2015, at 21:38, Elvis Au wrote:
> 
> 
> I reached out to nuke support  and it sounds like something similar was fixed 
> in 6.2v4 (bug#16881) but may have resurfaced.But to confirm I'm sending 
> them code samples. I can replicate the tcl python code in the knobs of all 
> nodes getting triggered whenever anything in the script is changed. (Today I 
> noticed that typing in a backdrop note triggered the tcl python code with 
> each keypress...) 
> 
> So even if my python was light and zippy, in a large script with thousands of 
> nodes all trying to execute python code, the gui will lockup until it gets 
> through it all.   I don't want to go down the path of restructuring all our 
> code quite yet until I get word of whether this is can be fixed or not.  But 
> I'm hoping to get this sorted out since it is painful to work like this. 
> 
> Also I tried this in Nuke 9.0v7/linux.
> 
> 
> From: "Michael Garrett" <michaeld...@gmail.com>
> To: "Nuke user discussion" <nuke-users@support.thefoundry.co.uk>
> Sent: Thursday, September 3, 2015 12:37:00 PM
> Subject: Re: [Nuke-users] python expressions locking up the gui
> 
> I'd say it's largely because of the evaluation of the python via tcl code i

Re: [Nuke-users] python expressions locking up the gui

2015-09-04 Thread Howard Jones
Hi Ben

Does this relate to the script I sent in then where the one slate / write 
combination could slow down a script? Or is that a different bug?

Howard

> On 4 Sep 2015, at 12:12 pm, Ben Woodhall  wrote:
> 
> Hi Elvis,
> 
> I'm afraid that re-evaluating expressions on changing the tree is deliberate. 
>  Nuke does not yet track dependencies for expression evaluation (in spite of 
> the expression arrows).  This means that any changes in the tree can 
> potentially change any other knobs (via an expression link).
> 
> Bug 16881 related to animated knobs which were being re-evaluated several 
> times per context (frame or tree change).  If your expressions re-evaluate 
> more than once per context then this is a recurrence of bug 16881.  If your 
> expressions re-evaluate once per context then I recommend that you raise a 
> feature request for tracking dependencies to avoid re-evaluating nodes which 
> are independent of modifications made in the tree (nodes, knobs or 
> connections).
> 
> We are aware that this can have significant performance issues with heavy 
> scripts/nodes and are keen to hear from any other users who also have 
> problems with performance when making minor modifications to big scripts 
> (judged by the size of the nuke script or heavy use of expressions).
> 
> Let me know if you need a hand getting the information out of your scripts.
> 
> Thanks,  Ben Woodhall
> 
> 
>> On 3 Sep 2015, at 21:38, Elvis Au wrote:
>> 
>> 
>> I reached out to nuke support  and it sounds like something similar was 
>> fixed in 6.2v4 (bug#16881) but may have resurfaced.But to confirm I'm 
>> sending them code samples. I can replicate the tcl python code in the knobs 
>> of all nodes getting triggered whenever anything in the script is changed. 
>> (Today I noticed that typing in a backdrop note triggered the tcl python 
>> code with each keypress...) 
>> 
>> So even if my python was light and zippy, in a large script with thousands 
>> of nodes all trying to execute python code, the gui will lockup until it 
>> gets through it all.   I don't want to go down the path of restructuring all 
>> our code quite yet until I get word of whether this is can be fixed or not.  
>> But I'm hoping to get this sorted out since it is painful to work like this. 
>> 
>> Also I tried this in Nuke 9.0v7/linux.
>> 
>> 
>> From: "Michael Garrett" 
>> To: "Nuke user discussion" 
>> Sent: Thursday, September 3, 2015 12:37:00 PM
>> Subject: Re: [Nuke-users] python expressions locking up the gui
>> 
>> I'd say it's largely because of the evaluation of the python via tcl code in 
>> the knobs. As long as the functionality is retained, the code needs to be 
>> migrated from being constantly executed within the knob to being a module 
>> that loads the function once when Nuke starts up or when a node is generated 
>> - eg/ callbacks such as knobChanged, onCreate and onScriptLoad. 
>> 
>> I've been in this scenario before, and it is hellish trying to get any work 
>> done! But some cleanup of the python environment should make things a lot 
>> more zippy.
>> 
>> Cheers,
>> Michael
>> 
>>> On 26 August 2015 at 11:31, Elvis Au  wrote:
>>> Hey all -
>>> 
>>> On particularly large nuke scripts, I'm seeing the scripts lock up for a 
>>> few seconds before regaining interactivity in the gui. 
>>> Digging into it, I found that we have a lot of python code (embedded in tcl 
>>> eval code in knobs) which all seem to have to execute any time I make any 
>>> update (add/remove a node, change a knob, attach/disconnect a noodle, etc)  
>>> And on larger scripts, because there's more of this code that has to be run 
>>> through so the lag feels worse.  I can see the expressions fly past if I 
>>> have the script editor open and when the it's done printing out, the script 
>>> becomes responsive again.
>>> 
>>> In a test, we removed the python expressions and everything is zippy again. 
>>>  But this seems excessive that all this code is triggered all the time when 
>>> any change is made, upstream or downstream. Is there a rhyme or reason to 
>>> this? Has anyone seen this before? Any insights?
>>> 
>>> Also I'm 8.0v6/linux.
>>> 
>>> thanks!
>>> Elvis
>>> 
>>> 
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>> 
>> 
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> 

Re: [Nuke-users] python expressions locking up the gui

2015-09-04 Thread Howard Jones
Ok. Just checked and i only ever had a ticket number. Could you check to see if 
this is the same bug or similar. 

Ticket 201408101127

Howard

> On 4 Sep 2015, at 2:30 pm, Ben Woodhall <woodh...@thefoundry.co.uk> wrote:
> 
> According to the bug it was submitted by Sean Looper.
> 
> 
>> On 4 Sep 2015, at 11:54, Howard Jones wrote:
>> 
>> Hi Ben
>> 
>> Does this relate to the script I sent in then where the one slate / write 
>> combination could slow down a script? Or is that a different bug?
>> 
>> Howard
>> 
>>> On 4 Sep 2015, at 12:12 pm, Ben Woodhall <woodh...@thefoundry.co.uk> wrote:
>>> 
>>> Hi Elvis,
>>> 
>>> I'm afraid that re-evaluating expressions on changing the tree is 
>>> deliberate.  Nuke does not yet track dependencies for expression evaluation 
>>> (in spite of the expression arrows).  This means that any changes in the 
>>> tree can potentially change any other knobs (via an expression link).
>>> 
>>> Bug 16881 related to animated knobs which were being re-evaluated several 
>>> times per context (frame or tree change).  If your expressions re-evaluate 
>>> more than once per context then this is a recurrence of bug 16881.  If your 
>>> expressions re-evaluate once per context then I recommend that you raise a 
>>> feature request for tracking dependencies to avoid re-evaluating nodes 
>>> which are independent of modifications made in the tree (nodes, knobs or 
>>> connections).
>>> 
>>> We are aware that this can have significant performance issues with heavy 
>>> scripts/nodes and are keen to hear from any other users who also have 
>>> problems with performance when making minor modifications to big scripts 
>>> (judged by the size of the nuke script or heavy use of expressions).
>>> 
>>> Let me know if you need a hand getting the information out of your scripts.
>>> 
>>> Thanks,  Ben Woodhall
>>> 
>>> 
>>>> On 3 Sep 2015, at 21:38, Elvis Au wrote:
>>>> 
>>>> 
>>>> I reached out to nuke support  and it sounds like something similar was 
>>>> fixed in 6.2v4 (bug#16881) but may have resurfaced.But to confirm I'm 
>>>> sending them code samples. I can replicate the tcl python code in the 
>>>> knobs of all nodes getting triggered whenever anything in the script is 
>>>> changed. (Today I noticed that typing in a backdrop note triggered the tcl 
>>>> python code with each keypress...) 
>>>> 
>>>> So even if my python was light and zippy, in a large script with thousands 
>>>> of nodes all trying to execute python code, the gui will lockup until it 
>>>> gets through it all.   I don't want to go down the path of restructuring 
>>>> all our code quite yet until I get word of whether this is can be fixed or 
>>>> not.  But I'm hoping to get this sorted out since it is painful to work 
>>>> like this. 
>>>> 
>>>> Also I tried this in Nuke 9.0v7/linux.
>>>> 
>>>> 
>>>> From: "Michael Garrett" <michaeld...@gmail.com>
>>>> To: "Nuke user discussion" <nuke-users@support.thefoundry.co.uk>
>>>> Sent: Thursday, September 3, 2015 12:37:00 PM
>>>> Subject: Re: [Nuke-users] python expressions locking up the gui
>>>> 
>>>> I'd say it's largely because of the evaluation of the python via tcl code 
>>>> in the knobs. As long as the functionality is retained, the code needs to 
>>>> be migrated from being constantly executed within the knob to being a 
>>>> module that loads the function once when Nuke starts up or when a node is 
>>>> generated - eg/ callbacks such as knobChanged, onCreate and onScriptLoad. 
>>>> 
>>>> I've been in this scenario before, and it is hellish trying to get any 
>>>> work done! But some cleanup of the python environment should make things a 
>>>> lot more zippy.
>>>> 
>>>> Cheers,
>>>> Michael
>>>> 
>>>>> On 26 August 2015 at 11:31, Elvis Au <el...@blueskystudios.com> wrote:
>>>>> Hey all -
>>>>> 
>>>>> On particularly large nuke scripts, I'm seeing the scripts lock up for a 
>>>>> few seconds before regaining interactivity in the gui. 
>>>>> Digging into it, I found that we have a lot of python code (embedded in 
>>>>> tcl eval code in knobs) which all seem 

Re: [Nuke-users] python expressions locking up the gui

2015-09-03 Thread Howard Jones
There is a bug reported where I have a simple bit of python which causes 
slowdown on some scripts. The foundry have found the problem though last I 
heard it was not an easy fix. 

I expect you are seeing something similar. Would be worth sending it in and 
mentioning the above. I don't have a bug id to hand. 

But even if you move a node python code can get run which I believe was a 
request though somewhat ott in my view. 

Howard

> On 3 Sep 2015, at 2:42 pm, Mike Frank  wrote:
> 
> Given that you are dealing with a proprietary environment, its anybody's 
> guess whether or not the code is worth while to run.  Most of the time, there 
> is a smarter way that could require refactoring the code base.
> 
> I will say this though, in Nuke 8 they added some dopesheet functionality for 
> time based nodes that requires some compute time.  If the code runs 
> nuke.suspendPathProcessing() its possible you could see a performance 
> increase.
> 
>> On Aug 26, 2015 11:22 AM, "Elvis Au"  wrote:
>> Hey all -
>> 
>> On particularly large nuke scripts, I'm seeing the scripts lock up for a few 
>> seconds before regaining interactivity in the gui. 
>> Digging into it, I found that we have a lot of python code (embedded in tcl 
>> eval code in knobs) which all seem to have to execute any time I make any 
>> update (add/remove a node, change a knob, attach/disconnect a noodle, etc)  
>> And on larger scripts, because there's more of this code that has to be run 
>> through so the lag feels worse.  I can see the expressions fly past if I 
>> have the script editor open and when the it's done printing out, the script 
>> becomes responsive again.
>> 
>> In a test, we removed the python expressions and everything is zippy again.  
>> But this seems excessive that all this code is triggered all the time when 
>> any change is made, upstream or downstream. Is there a rhyme or reason to 
>> this? Has anyone seen this before? Any insights?
>> 
>> Also I'm 8.0v6/linux.
>> 
>> thanks!
>> Elvis
>> 
>> 
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>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
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