Congrats! And sorry I never replied to your last email.
Basically, I realized I couldn't even help testing through a proxy
connection, because our setup goes beyond that. We are literally air-gapped
in production machines (sigh), and the only way to the outside world is
using virtual machines
hat it's not perfect ;)
> I don't want to deep merge it because I basically just want to hold my
> render out with the actors from the plate.
>
>
> Ivan Busquets wrote on 14.12.2015 11:10:
>
> > If you're combining 2 elements that are already pre-held out by each
> other, you
If you're combining 2 elements that are already pre-held out by each other,
you'd probably want to use a disjoint-over instead of a regular over.
Either that, or DeepMerge them directly before you go DeepToImage.
On Mon, Dec 14, 2015 at 10:43 AM, Patrick Heinen <
mailingli...@patrickheinen.com>
Hey Jed,
Coincidentally, I have a simple Voronoi-cell noise generator made in Blink.
This was done as a test ahead of a more complete set of noise-generation
tools, so it was never polished and was more of a proof of concept.
t's mostly a straight conversion of the Voronoi generator from the
In my first job in the industry I had the chance to work with a great
editor. He taught me something I still remember almost on a daily basis.
He had made the transition from physical film-cutting to non-linear editing
systems, and had this opinion about the many benefits that non-linear
editing
Randy,
check this list:
https://developer.nvidia.com/cuda-gpus
For Nuke 8, you're going to want anything that has a compute capability of
2.0 or higher. Your 285 seems to be rated for 1.3
You told me my card wouldn't be supported before since it's to old.
From my Android phone on T-Mobile.
Hi,
Sorry for the repost. I sent this to the development list yesterday, but
posting over here as well to cast a broader net.
Has anyone dug around the target input alpha option in the DeepRecolor
node, and has some insight on how it is retargetting each sample internally?
Long story short, I'm
I don't think that's right, Deke.
DepthToPoints expects 1/z by default, not a normalized input.
Same as the output from ScanlineRender.
The tootip of the invert depth knob states that as well:
Invert the depth before processing. Useful if the depth is z instead of
the expected 1/z
On Wed,
was just playing with a camera from
the 3d scene with depth and it needs to be distance to match. 1/z gives
you the reversed coming out of a little window look.
-deke
On Wednesday, December 4, 2013, Ivan Busquets wrote:
I don't think that's right, Deke.
DepthToPoints expects 1/z by default
to be working as
expected, and with much better accuracy.
It is updated here if anyone wants to take a look:
https://gist.github.com/jedypod/6302723
On Sunday, 2013-09-01 at 5:47p, Ivan Busquets wrote:
Hi Jed,
I believe the problem in your approach is in the assumption of how STMap
works
Hi Jed,
I believe the problem in your approach is in the assumption of how STMap
works.
STMap does a lookup for each pixel in the output image to find the
coordinates in the input it needs to sample from to produce the final pixel
value. In other words, it does not push pixels from the input into
David,
Not sure if this will give you exactly what you're after, but this is a
technique I've used in the past to replicate motionblur from the motion of
a shape.
One way to get motion vectors that represent the motion of your shape is to
do a splinewarp that warps between your shape and the
Anyone have the bug number for that regression or the file browser issue?
Sounds very similar to Bug ID 30168, with the file browser not identifying
sequences of certain file types (like dtex).
That one got resolved during the beta, but it sounds like having no file
extension at all leads to
I'm with Jonathan in that this looks like a resizing filter.
You said it's most obvious on even backgrounds. To me that's yet another
sign that it's a resizing artifact.
What resolution are your source files? I don't know the specific details,
but I believe you can only get 1920x1080 ProRes
I'm not sure that Posterize would give the desired result in this case,
since it will still throw values that are not possible to represent as a
half precision float.
You'd probably want to re-create a 16 bit half-float value by breaking the
32 bit float into its exponent and
Hi Michael,
Hope all is going well. Can't verify this as I'm not in front of Nuke, but
that does sound like a bug to me (although I've never observed such
behaviour)
Patrick, even if the near and far clipping planes contribute to the
projection matrix, they would not alter it in such a way that
Excluding an object from being shaded by lights in the scene can be done
using a standard shader (basicmat, etc) and setting both the diffuse and
specular rates to 0.
However, having different objects affected by different lights within the
same scene is not possible as far as I know. (there
If your 2 cards are just a copy of each other, you might be better off
using a MergeMaterial set to over to layer both projections onto the same
card.
On Thu, Nov 22, 2012 at 12:41 AM, itaibachar
nuke-users-re...@thefoundry.co.uk wrote:
**
Thanks Deke for the great tips!
though I still
+1
Renderman has had a standard and consistent way of writing those out for a
while, but throw other renderers into the mix and it's very hard to write
tools that will work for any given render.
It would be great to see this standardized for sure.
On Wed, Nov 21, 2012 at 5:36 PM, Johannes
I think I've seen this behaviour before where (I assume due to a precision
error), two samples are not fully held out from each other. I imagine that,
even if the FG sample shows an opacity of 1, it might be something like
0.999. In the past, I've had some success by either forcing all FG
Mmm, not really. Project3D won't change the projection mode of a camera,
whereas ScanlineRender can.
I was just trying to explain that the results stated in the original post
are not due to a caching issue, or Nuke ignoring the second ScanlineRender.
But Nathan is right, there's no need to
You can change the focus diameter in the multisample tab of the scanline
render, and turn up the samples.
This will introduce a bit of jitter-rotation about the focal point of the
camera for each sample, effectively giving you an in-camera DOF effect.
set cut_paste_input [stack 0]
version 6.3 v8
I'd also cast my vote for having this built into the viewer, maybe as a
dropdown under the cliptest/zebra pattern option, for the sake of
convenience.
However, in terms of a more efficient way to do a custom one, there are
ways around having to sample the image (with tcl or python), or having to
Am 10/1/12 2:22 AM, schrieb Ivan Busquets:
Might be splitting hairs, but since this comes up every now and then, I
think it's worth noting that there are some important caveats to using the
local_matrix knob to do that for animated cameras:
- You lose the ability to tweak the animation
Might be splitting hairs, but since this comes up every now and then, I
think it's worth noting that there are some important caveats to using the
local_matrix knob to do that for animated cameras:
- You lose the ability to tweak the animation afterwards.
- Inaccurate motionblur. If you bake
:
Is it possible to bake sub-frame samples to have more accurate motion-blur?
On 1 October 2012 13:22, Ivan Busquets ivanbusqu...@gmail.com wrote:
Might be splitting hairs, but since this comes up every now and then, I
think it's worth noting that there are some important caveats to using
Hi Thoma,
My problem is that I'm using an FBX with animated geo
If I understand correctly your situation, I'm not sure UVProject has ever
worked the way you expect it to.
I think UVProject does do its job correctly. The reason you don't get your
textures to stick is that your UV-baking is
You can try reading that FBX into an Axis node instead. Usually you
should be able to get the local transforms for any given object. If
there's parented transforms, you can chain up different Axis nodes to
replicate the same hierarchy you had in Maya.
That failing... try StickyProject ;-)
On
A little late to the party, but just wanted to add my thanks to Jack for
sharing this.
This is a really awesome addition to J_Ops, and it has a great performance
too!
As an idea, and seeing how some of the above problems came from the
auto-calculated center of mass, maybe you could add a visual
Unless I'm misreading your question, a MergeMaterial set to stencil
should be all you need to combine them.
On Sun, Aug 19, 2012 at 3:15 PM, kafkaz
nuke-users-re...@thefoundry.co.ukwrote:
**
I am not sure if I made myself clear.
I want to project two textures on single card. First texture
Sorry, didn't see your previous reply, Marten.
What is it that didn't work for you using a MergeMat?
As long as one of the projected textures has an alpha channel, a MergeMat
set to stencil (with the cutout texture plugged to the A input) should do
the job.
Is your setup any different?
On Sun,
it wrong. Attached is my test.
On 20 August 2012 10:44, Ivan Busquets ivanbusqu...@gmail.com wrote:
Sorry, didn't see your previous reply, Marten.
What is it that didn't work for you using a MergeMat?
As long as one of the projected textures has an alpha channel, a MergeMat
set to stencil
You could use a FillMat on either the card or the particles to make it a
holdout of the rest of the scene. Or you could even have two
ScanlineRenders, one with the card held out, and one with the particles
held out, to have full control over both before merging them together.
Or, in the same line
Are any of the knobs in your gizmo called output, channels,
maskChannelInput or unpremult?
autolabel.py explicitly looks for those as part of the automatic labeling,
so if you have any knobs named like that they will be picked up.
If that's the case, you can either rename them to something else,
When using the depth input, it expects the depth channel to conform to
Nuke's standard (1/distance).
If your Arnold depth shader is outputting real depth values, you should be
able to just add an expression node to turn depth.Z into 1/depth.Z.
On Tue, May 8, 2012 at 7:01 PM, Paul Hudson
(full_name [topnode %s] % n.name())
topnode = nuke.toNode(topnode_name)
tile_col = topnode['tile_color'].value()
Thanks again and much appreciated.
Adam
On 04/20/2012 06:47 PM, Ivan Busquets wrote: Or if you just want the
tile_color of the top node, you could of course do:
n
You can use nuke.tcl() within python to execute a tcl command.
So, in your case, something like this should work:
n = nuke.selectedNode()
topnode_name = nuke.tcl(full_name [topnode %s] % n.name())
topnode = nuke.toNode(topnode_name)
On Fri, Apr 20, 2012 at 6:30 PM, Adam Hazard
Or if you just want the tile_color of the top node, you could of course do:
n = nuke.selectedNode()
tile_color = nuke.tcl(value [topnode %s].tile_color % n.name())
Hope that helps
On Fri, Apr 20, 2012 at 6:41 PM, Ivan Busquets ivanbusqu...@gmail.comwrote:
You can use nuke.tcl() within
Ok, so here's a few pointers that should let you make it work with either
of the examples.
1. Common to all 3 examples. Keep your transform nodes stacked together.
Adding the Grade node between transforms is breaking concatenation between
them.
2. In the first example, use a cloned transform on
Hi,
In Nuke, I think there's 2 ways you could go about this:
1 - Keep all your transforms together for each image, before merging them
together. That means you'll probably want to have one master transform that
drives the camera move, and have it cloned (or expression linked) as the
last
A little late to the party, but just wanted to add my 2 cents in case
it helps someone make a full dollar :)
@Thomas: the process Michael described above is exactly what you need
if your starting point is already a world position pass. You should
only need the pass rendered for one eye and the
in the film industry used to
hold tight their techniques for leverage and advantage, it's great to see
how much this comp community encourages and props up one another for
creative advancement for all.
Thanks again Ivan
Ari
Sent from my iPhone
On Mar 23, 2012, at 3:16 AM, Ivan Busquets
Hey Ari,
Here's the plugin I mentioned before.
http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've
uploaded the source code as well, so someone else can compile it for
Windows if needed
Hope it proves useful.
2) if you've imported an obj sequence with UV's already on (for an
animated, deformable piece of geo)... and your using a static camera (say
a single frame of your shot camera)... is there a way to do something akin
to Maya's texture reference object whereby the UV's are changed based on
It's just a modified version of UVProject that freezes the context of the
projection, so each vertex carries the UV as it was on the frame where it
was frozen.
So, it's essentially the same thing you would get with rendering in
UV-space and re-plugging that to animated geo, but it all happens in a
You can think of UVProject as a baked or sticky projection.
The main difference is how they'll behave if you transform/deform your
geometry AFTER your projection.
UVProject bakes the UV values into each vertex, so if you transform those
vertices later on, they'll still pull the textures from the
Right, well I wouldn't call that unstable.
As Nathan said before, nobody is questioning its actual stability. The name
distinction here was only between stable and feature releases. I'm
sorry if you interpreted it that way when I quoted 1.6.1 as being the
latest stable release, but you've
For what it's worth, I don't think this is due to outdated libraries.
Nuke's exrReader uses OpenEXR 1.6.1. In fact, it's slightly above that.
IIRC from a post to this list a while ago, it's a checkout from somewhere
between 1.6.1 and 1.7 releases, after the addition of StringVector and
MultiView
How are you 'creating' the node?
When you add a menu command to create your gizmo-node, make sure you use:
nuke.createNode('nodeClass')
instead of
nuke.nodes.nodeClass()
On Mon, Jan 23, 2012 at 12:30 PM, r...@hexagonstudios.com
r...@hexagonstudios.com wrote:
**
I did look into the X
Ugh, nevermind. It seems to be on 6.3v1 only, so I assume it was just a
hiccup in that one version alone.
Sorry for the noise. :)
On Sat, Jan 7, 2012 at 11:40 PM, Ivan Busquets ivanbusqu...@gmail.comwrote:
Huh, weird. Just checked, and it seems to be just a linear mapping in 6.3,
but indeed
I might be wrong, but I don't think ReadGeo can read Maya locators
exported to an FBX file.
I thought the point cloud option was just to read all vertices of geometry
as points.
For locators, you'd need to import the FBX into an Axis node (although then
you can only read them one at a time)
To
then something may be broken and you should send the fbx into
support(pending it is fbx 2010 or earlier).
It also works the other way around. A point cloud exported to FBX from
Nuke will show up as a bunch of locators in Maya.
-deke
On Thu, Jan 5, 2012 at 17:40, Ivan Busquets ivanbusqu
, Jan 4, 2012 at 10:57 PM, Gary Jaeger g...@corestudio.com wrote:
ok forgive my noobish question, but is the pre-compiled version all we
need to give this a shot? I'm getting a message:
Library not loaded: /opt/local/lib/libhdf5_hl.7.dylib
thanks for any help
On Dec 31, 2011, at 1:01 AM, Ivan
Ok, I believe it was just the MacOS Nuke 6.3 version that had the problem.
I think it's fixed now. Let me know if that's not the case.
Download link:
http://dl.dropbox.com/u/17836731/ABCNuke_plugins_macos.zip
Cheers,
Ivan
On Wed, Jan 4, 2012 at 11:14 PM, Ivan Busquets ivanbusqu
December 2011 09:01, Ivan Busquets ivanbusqu...@gmail.com wrote:
Happy holidays, Nukers!
Sorry for the spam to both the users and dev lists, but I thought this
might be of interest to people on both.
Since Alembic seems to be gaining some traction amongst the Nuke
community
Happy holidays, Nukers!
Sorry for the spam to both the users and dev lists, but I thought this
might be of interest to people on both.
Since Alembic seems to be gaining some traction amongst the Nuke community
these days, I wanted to share the following:
I've been working on a set of
Each control point has both the source and destination attributes. The
confusing part is that the naming of those attributes makes more sense for
a standard roto shape.
So, your source curve is:
controlPoint.center
and the dest curve is:
controlPoint.featherCenter
Also, if you're getting the
Why not use a simple min between both?
On Thu, Nov 24, 2011 at 12:15 PM, Ron Ganbar ron...@gmail.com wrote:
Hi all,
I've been thinking about this for a while, and I'm consulting you guys in
order to see how wrong I'm getting this.
[example below]
When using the Mask operation under Merge
}
Merge2 {
inputs 2
operation min
Achannels alpha
Bchannels alpha
output alpha
name Merge6
selected true
xpos -616
ypos 28
}
Premult {
name Premult4
selected true
xpos -616
ypos 80
}
On Thu, Nov 24, 2011 at 12:22 PM, Ivan Busquets ivanbusqu...@gmail.comwrote:
Why not use a simple
inside Merge that will do that for me.
Am I the only one who runs into this kind of issue repeatedly?
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 24 November 2011 23:04, Ivan Busquets ivanbusqu
Searching through the archives, it looks like there's also a few cases of
shared snippets and copy/pasted scripts sent to this list that were
infected.
They could have propagated just by copy-pasting them back.
These layer infections are so hard to track down and completely get rid
of...
Makes me
Hi Gavin,
As you said yourself, the equation cannot be solved UNLESS you know both
variables on one of the sides.
In other words, you'd need to have the BG image in order to prep a FG image
so it can be comped in sRGB space and match the results of a linear comp.
So is there no way to output a
9765 [Israel]
url: http://ronganbar.wordpress.com/
On 15 November 2011 10:28, Ivan Busquets ivanbusqu...@gmail.com wrote:
Hi Gavin,
As you said yourself, the equation cannot be solved UNLESS you know both
variables on one of the sides.
In other words, you'd need to have the BG image
If it's set to speed, something like this should do it:
(frame-OFlow.first_frame) * OFlow.timingSpeed + OFlow.first_frame
On Tue, Oct 25, 2011 at 11:43 AM, David Schnee dav...@tippett.com wrote:
**
Does anyone know how to derive the actual source frames on the current
frame when using the
Both error and hasError are available in the expression parser, actually.
node.error returns true if using the Node would result in an error (even if
the error comes from somewhere else upstream)
node.hasError only returns true when an error is raised within the node
itself.
As J said, just
Hey Jan!
Annoying one for sure. Specially since the older Merge node did have the
expected behaviour.
This has bitten me a few times, and while you could obviously write your own
workaround gizmo/plugin, I find the easiest approach is to set up a couple
of shortcuts for 'Stencil' and 'Mask' that
If your show is using viewerProcess, then you still have the old Input
Process for yourself, right?
You can set up Input Process to happen either before or after the
viewerProcess, depending on your needs, but you don't need to turn off
either of them to see the other.
Unless I'm misreading and
several IP groups. Does that make since? Is there an easy way to
have several IP groups. Never tried it.
I think its that I miss shake built in overlays.
Randy S. Little
http://www.rslittle.com http://reel.rslittle.com
On Wed, Oct 5, 2011 at 12:18, Ivan Busquets ivanbusqu
Yep, I don't think __alpha is defined when building on more modern machines
(didn't know the history behind it, though. Thanks Jonathan)
Ben, thanks for the credit, but this is not what I meant in the original
post.
What I was trying to say was that the original issue Ron posted was due to
Hi,
Has anyone noticed the All plugins - Update command taking a lot longer
in Nuke 6.3 than it does in 6.2?
Not sure if it's specific to my/our setup, so I'm curious if anyone else has
noticed a difference between both versions.
Thanks,
Ivan
___
This is a Python syntax conflict. In that context, in has a meaning in
Python, and that will take precedence over the named keyword you're trying
to pass as an argument.
Try this instead, which should work:
s = nuke.nodes.ShuffleCopy()
s['in'].setValue('rgba')
On Fri, Sep 30, 2011 at 10:12 AM,
You can pass an index as an argument to setExpression (the index being the
field you want to set the expression to)
b['translate'].setExpression('%s.translate'%st.name(), 0) // To set the
expression for translate.x only
On Thu, Sep 8, 2011 at 8:43 AM, Matias Volonte
.
Cheers,
Ivan
On Mon, Sep 5, 2011 at 11:42 AM, Ivan Busquets ivanbusqu...@gmail.comwrote:
Another thing is it sounds like you are shuffling out the channels to the
rgb before you merge them. This also does quite a hit in speed. It is far
faster to merge and pick the channels you need
is
what causes the hit no matter which direction your going.
To make the test equal you would need to use generators that allow you to
create in a specific channel. The Checkerboard and Colorbars in your
example doesn't have this ability.
-deke
On Mon, Sep 5, 2011 at 23:06, Ivan Busquets
than picking the channels in the merges.
On Tue, Sep 6, 2011 at 6:37 PM, Ivan Busquets ivanbusqu...@gmail.comwrote:
Sure, I understand what you're saying.
The example is only bundled that way because I didn't want to send a huge
multi-channel exr file.
But if you were to write out each
it looks like nuke gives a rounding error using that setup (far values are
.99902 instead of 1.0). probably negligible but I like 1.0 betta.
One small thing about both those UV-map generation methods. Keep in mind
that STMap samples pixels at the center, so you'll need to account for that
-and-**
handles/output-knobs.htmlhttp://docs.thefoundry.co.uk/nuke/63/ndkdevguide/knobs-and-handles/output-knobs.html
Ivan Busquets wrote:
it looks like nuke gives a rounding error using that setup (far
values are .99902 instead of 1.0). probably negligible but I like
1.0 betta.
One
It just sets the underlying framerange info for that part of the tree, but
doesn't change any in/out points you may have in your read nodes. For
example, you could have a FrameRange node after a series of merges, or even
retimes, and then it wouldn't be obvious what it's actually doing with Read
Nope, vectorfield / 3d luts / cube transformations cannot be accurately
reversed.
Depending on how extremely your 3d lookup pushes things around, you may be
able to build another one to approximate the reverse, but that's all you can
hope for.
On Wed, Aug 24, 2011 at 5:10 PM, mathieu arce
Hi Pete,
It's very possible, but probably easier to do it in Python than using
expression-links. Have a look at the nuke.math.Matrix4 class, and its
mapUnitSquareToQuad() method.
I have a function somewhere to feed the transformation of a CornerPin
node into the matrix knob of a roto/rotopaint
, Aug 23, 2011 at 11:34 AM, Ivan Busquets ivanbusqu...@gmail.comwrote:
Hi Pete,
Sorry I forgot to send that example as reference, but what you have so far
is good.
I think there's just a couple of things you should need to change to get
this working.
1- Don't normalize the from
Nuke's ScanlineRender outputs depth as 1/z, so the data fades into black
as it gets further from camera.
This is so that anything outside the bounding box (generally black) will
already have the right value for something that's at infinity, so it will
blend nicely with parts of the scene that are
Hi Paul,
If you can rely on your Camera being always at the top of the tree
that goes into your node, you could get there using tcl's topnode
[topnode input0].focal
But you may hit the case where you have something connected above your
camera too (like an Axis), in which case topnode won't work
Hi Michael,
You can use tcl expressions in the value field of a ModifyMetadata node.
ex:
[value Camera1.focal]
On Thu, Aug 11, 2011 at 2:40 PM, Michael Garrett michaeld...@gmail.com wrote:
Do you mean expression link to the modifymetadata value field? How
exactly do you do this?
On 11
61
ypos -40
}
end_group
Blur {
size {{\[metadata focal]}}
name Blur3
selected true
xpos -152
ypos -103
}
On 11 August 2011 14:59, Michael Garrett michaeld...@gmail.com wrote:
Hi Ivan, great, thanks! I was just trying Camera1.focal
On 11 August 2011 14:47, Ivan Busquets
/resources.php
Has controls for random curves that most things call for...
n
Ivan Busquets wrote:
I think he wants a linear noise generator, like Shake's lnoise.
Don't know if there would be a way to get that using a noise curve
plus its derivative, but otherwise you could sample your curve
I think he wants a linear noise generator, like Shake's lnoise.
Don't know if there would be a way to get that using a noise curve
plus its derivative, but otherwise you could sample your curve and get
rid of any unwanted keyframes.
Not great, though. :(
On Wed, Jul 27, 2011 at 2:35 PM, Anthony
Hi Ron,
I think you're hitting a float precision limit there, or rather a
limit introduced by the way most (all?) computer graphics software do
filtering operations by sampling a square area. But I'll put a big
question mark on the second assumption since I don't know the
specifics.
If you take
Actually, I think the reason it looks correct in 8 and 16 bit is
because values hit 0 before they reach the edge of the square sampled
area.
Which would be the same as clamping some of the very low end in a float image.
The problem is, in the case of a radial gradient like this one, that
the
Schnee dav...@tippett.com wrote:
**
Thank you Ivan, this is great!
Cheers,
-Schnee
On 07/08/2011 11:49 PM, Ivan Busquets wrote:
Ok, something's going definitely wrong when I copy-paste this. Script
attached instead.
Sorry about that.
On Fri, Jul 8, 2011 at 11:40 PM, Ivan Busquets
blue +STARTLINE}
}
On Fri, Jul 8, 2011 at 11:37 PM, Ivan Busquets ivanbusqu...@gmail.com wrote:
That's a fun idea :)
Yes you can, using a knobChanged callback that fires when any of your red,
green or blue knobs are changed.
The trickiest bit is probably to set the right value
Ok, something's going definitely wrong when I copy-paste this. Script
attached instead.
Sorry about that.
On Fri, Jul 8, 2011 at 11:40 PM, Ivan Busquets ivanbusqu...@gmail.com wrote:
Hmm, something went funny with the formatting after copy/pasting. Here
it is again.
set cut_paste_input
. In a new Nuke instance, create a format in the root: 20x20 5 (you don't
need to set it as the root format, just define it).
4. Read the same file back in and Nuke matches it to that format,
pixel_aspect included.
-E
Read thg
2011/6/23 Ivan Busquets ivanbusqu...@gmail.com
Formats.tcl file
Based on that formula, the reverse should be:
x0.0106232?(log10((x + 0.00937677) / 0.18)*0.2471896) + 0.385537:(((x+
0.00937677) / 0.18) + 0.04378604) * 0.9661776
Where 0.0106232 comes from solving the second part of the equation using the
threshold value (0.1496582)
(0.149658 / 0.9661776 -
Formats.tcl file has nothing to do with Reader's aspect ratio.
It does when there's more than one format defined with the same resolution,
and the file does not contain metadata of its pixel aspect.
In that case, Nuke will set the format of the Read to the first format in
the list that
I suppose it's because Shift is already the modifier key for splitting off a
branch.
Try with alt or ctrl instead, or you could also try alt+shift+g, which I
guess would be fine.
On Thu, Jun 16, 2011 at 6:22 PM, Anthony Kramer anthony.kra...@gmail.comwrote:
This is probably something really
Why don't you want to use the Ramp node? You could have it branched to the
side inside your gizmo (not affecting the image output) but still pick its
point 0 and point 1 knobs to get the same UI handles as the Ramp node.
Is that what you're looking for?
set cut_paste_input [stack 0]
version 6.2
Many thanks, Jack.
And sorry that ended up being so much trouble!
I certainly appreciate it, though. Paired with the search engine of the web
forum, this will be a huge source of info.
Thanks so much, and have a great weekend.
Ivan
On Fri, May 6, 2011 at 11:14 AM, Jack Binks
Very nice, thanks.
A question regarding the older archives:
Is there any chance that the whole list archives could be included in the
web front end? I find they are extremely useful source of information, and
having them in the forum would make for a great one-stop place to search for
info
If you have both the interocular and the convergence distance, then you can
set up your second camera as just a position rotation offset to your main
camera. Create a new Camera node, connect your main Camera to it, and then
just work out the offsets in your new camera.
You'll need an offset in
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