I have been talking to you offline about this anyway, but just to say
thank you in public as well:
Thanks heaps!! Situations like this really show how awesome the Nuke
community is!
frank
On 28/08/14 13:55, Haarm-Pieter Duiker wrote:
Hey,
Following up on this thread. There's a Blink
Very nice!
On 27 August 2014 21:55, Haarm-Pieter Duiker l...@duikerresearch.com
wrote:
Hey,
Following up on this thread. There's a Blink implementation of the
panorama to panorama mapping up on Nukepedia now.
http://www.nukepedia.com/blink/transform/environmenttransform
Hope that helps,
Sweet, Thanks!
On 28.08.2014, at 08:30, Michael Garrett michaeld...@gmail.com wrote:
Very nice!
On 27 August 2014 21:55, Haarm-Pieter Duiker l...@duikerresearch.com wrote:
Hey,
Following up on this thread. There's a Blink implementation of the panorama
to panorama mapping up on
Really nice.
Thanks!
./Carlos
On Thu, Aug 28, 2014 at 3:55 AM, Haarm-Pieter Duiker
l...@duikerresearch.com wrote:
Hey,
Following up on this thread. There's a Blink implementation of the
panorama to panorama mapping up on Nukepedia now.
very cool!
Putting on my non foundry user hat on here. Even though it is inefficient,
it would be good to have a T based cube map option just because this is
what many game engines and gpus support by default. wink wink :)
--
Deke Kincaid
Creative Specialist
The Foundry
Skype: dekekincaid
The T cube map would be great.
Sent from my iPhone
On Aug 28, 2014, at 3:51 PM, Deke Kincaid d...@thefoundry.co.uk wrote:
very cool!
Putting on my non foundry user hat on here. Even though it is inefficient,
it would be good to have a T based cube map option just because this is what
Hey,
Following up on this thread. There's a Blink implementation of the panorama
to panorama mapping up on Nukepedia now.
http://www.nukepedia.com/blink/transform/environmenttransform
Hope that helps,
HP
On Mon, Aug 25, 2014 at 3:11 PM, Michael Garrett michaeld...@gmail.com
wrote:
In fact
Hey,
That environment blur script has the start of what you need for a panorama
transform node. That script defines the function 'spherical_tex2dir' that
maps UV coordinates to directions. Define the inverse of that, mapping a
direction back to UV coordinates and you have what you need for the
In fact I took maths for the angular map transform (latlong to angular, I
think) from an old Debevec Siggraph paper or something, or maybe the book
he wroteso maybe that was yours too! Since I know you worked with him
on all that interesting stuff.
On 25 August 2014 03:17, Haarm-Pieter
Possible? Worth it? Anybody up for it? :)
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Nuke-users
Definitely possible. I've seen a couple of UV map Blink things already but
haven't actually done anything myself yet. For example:
http://nickdeboar.wordpress.com/2014/01/02/nuke-8-blink-script/
I have the UV map math for some of the transforms and it could be applied
to Blink for sure. Have a
Yeah I picked your EnvConvolve apart the other day to have a uv mapped
spherical transform ;) (by the way, don't forget your +0.5's for pixel center)
I think a blink spherical transform would be worth it, seeing that nuke's
spherical transform is pretty slow.
I might give it some more thought
I put it together before I knew about that 0.5 pixel offset trick, I would
say it needs updating but then Haarm-Pieter Duiker's blink EnvironmentBlur
node looks like the real deal.
http://www.nukepedia.com/blink/filter/environmentblur
On 24 August 2014 19:02, Patrick Heinen
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