hi Frank
thank you very much for your time and attention to my question.
i kind of tried something similar as your way, just was using a card as a
particle input, and a sphere as emitter.., but still i wondered id there would
be a different way that we could manage downstream in the particle
How are you intending to filter?
I built a script a while ago that gives you a drop down, this then is used to
filter the next stage which is a list of episodes with check boxes, with multi
selection allowed,
this then creates a panel populated with the shots found from the selected
episodes.
Hey there,
i am trying to find the best way to instance (clone?) a set of nodes.
Basically I want to have a bunch
of nodes that are then used at many different places within the script. When
nodes are added/changed
it needs to be updated everywhere. In an ideal world it would work somewhat
Thanks guys for the feedback. Deke, I tried the unzip and that worked great.
Now the million $ question... Is there any way to successfully run Nuke from
the command terminal? I'm trying to initiate a render job from a remote
terminal, but I'm getting this error:
~/nuke$ ./Nuke7.0
Hey all, im new to nuke and im trying to composite a robot spider (climbing
down a wall) into a scene from band of brothers but im having a lot of trouble
doing so. There scene i want to track is from 1:44 - 1:50 in this video
Problem no.1:
Im running NukeX 6.0v4 and it doesnt have the refine
Yes, kind of. (it has limitation like sample 1 only)
Create card, Scanlinerender with your camera. Normal 3D setup. Right after
scanlinerender place deepToImage. This will convert your 3D render into Deep.
The deep will be matched to your Maya renders.
Let me know if you have questions.
Cheers,
Hi there,
just a quick question, is there a way to globally disable motion blur,
everywhere in the comp tree for the current viewer?
I've seen this done in After Effects and it'd come in very handy as we use a
ton of mblur all the time for shape animations, transform animations etc... so
If i understood you right you need something like this
http://www.nukepedia.com/python/nodegraph/massivepanel/
try 'Takes'
cheers
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While we ColorCorrect or Grade a CG render (with Alpha), which of the following
method works best
Method 1:
-Create and connect 'Premult' node to the CG footage
-Create and connect 'Grade' node to the 'Premult' node
-Create and connect 'Unpremult' node to the 'Grade' node.
-Now when we adjust
Thanks alot Frank,
Big fan of your Tutorials. Great info.
Running parallel systems thing is really interesting. So it's basically having
multiple OS and nukes running on your hardware kinda like how amazon has it's
cloud rendering, sorry I'm never used it just read about it.
The SSD running
I'll give AtomKraft polyTools a try. I used Alembic instead of obj and that
maybe it a lot smoother as well.
I'll check out that normals node, never used that one before. I'll have to give
that a go
Thanks for all the posts.
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hey falk,
that is at least super close to what I mean, ty! :)
I have a river mask and a specular pass of a sun. I gained the specular pass to
a little point/middlepoint. Because of camera movement, the specular is moving
and hits once in a while the riversurface.
The river mask drives the
Hi,
I can offer some tricks.
First you need masked all moving object in your scene and identify this matte
in camera tracker (You can do this camera tracker mask section and chect it by
activate Tracking tab preview feature)
You should see in refine tab...you can refine decrease your max and
hello all
The lighting is changing in the footage (as sunlight enters the frame). So how
will I colorcorrect my 3d cards according to that? If I grade according to
first frame, it won't match the last frame. Is there any method to solve this
(not manually animating grade node)
thanks
Putopian
Use Nuke's Scene node to set the display to 'off' or Atomkraft's
'AtomReadAsset' node that can load in the geo as points or bounding boxes for
viewport display and then render them fully at rendertime. Simply export the
instanced spheres as Alembic format and read them back in.
hey,
yea, thats exactly what I need - thx alot!
Dank dir und gruesse ;)
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As the camera is jittering so much you may have to use 2d trackers or manual
tracking and use 'User Tracks' in the Camera Tracker, Tracking tab.
There also may not be enough parallax to do a 3d camera solve
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It might be easiest to simply set a grade for the shaded and sunlit frames and
then cross dissolve by eye or use the CurveTool to sample the actual pixel
values and then attach the values to a grade node.
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Try a Crop node after the transform
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Not currently possible, feature request added.
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Here's some info about the bug I sent to the Foundry.
For me this only happens with read nodes of MOVs in the script with postage
stamp turned on.
If I try and copy immediately after opening the script Nuke freezes (even
copying text from the read node freezes Nuke up).
If I leave it for about
Can we retime alembic files in any way?
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ReadGeo node/ uncheck 'read on each frame' / set keys with 'lock frame' and
you can edit the curve in the graph editor
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Thanks Marty and Lewis
Both methods were working for me.
Thanks for sharing your knowledge.
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Interesting conversation!
I always assumed those extra samples on solid surface help in deep compositing,
specially near glazing angles where you really need the two z depth values per
plate to make nice z-depth composite with other plates. Also numerically wise,
different intersection values
I have a camera animated under a group node animated in maya 2013.
I wondering if I can bake the cameras animation with the group nodes animation
onto the camera node for exporting?
Alembic and fbx don't like the hierarchy animation (the camera doesn't move
properly in nuke).
I also tried
http://forums.creativecow.net/thread/61/859731
this worked.
For future inquiries.
thanks
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Hi, im relatively new to Nuke and am trying to create a shot, but im unsure of
the best way to go about doing it, and was wondering if i could get some
guidance.
The shot i have is of a person against a wall, from about a 30 degree angle,
ive created an effect which has lots of small pieces for
Hi
i might have missed a step on this, but i doing a matte painting inside nuke at
HD. Some of my elements used for the painting are also at HD
My question is how do i crop parts of the elements that i want, reformat them
to the new crop size and then over them back on top of a HD base plate
Thanks to every one looking at this post but i just found what i'm looking for
in franks Matte painting Hub video on the foundry site.
But I would still like to see the roto/paint transform skew, perspective
controls as a option in the transform node at some point in the future and a
matrix
that will work.
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Wondering if anyone has come across any methods/gizmos etc to generate
different noise patterns similar to the turbulent noise effect in AE?
To Nuke or not to Nuke
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Hey, Ive just rendered out all my layers in maya such as the ligths, diffuse,
specular etc etc, but when I try and bring them into nuke I have to make a read
file for each individual pass because for some reason it wont import a single
EXR sequence with layers.
How do I get around this :S?
Yes - just put the image on a 'card' - paste the text below into the your node
graph to see an example.
set cut_paste_input [stack 0]
version 7.0 v6
CheckerBoard2 {
inputs 0
name CheckerBoard1
selected true
xpos -264
ypos -196
}
Card2 {
control_points {3 3 3 6
1 {-0.5 -0.5 0} 0
It sounds like the passes from Maya we not rendered as a multi-channel EXR and
that the layers themselves have been rendered as separate image sequences
-H
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Like this?:
set cut_paste_input [stack 0]
version 7.0 v6
Camera2 {
inputs 0
translate {1.631346107 0.4529297352 2.102210045}
rotate {-9.659988623 37.81199213 0}
name Camera2
selected true
xpos -330
ypos 125
}
set N7340fb0 [stack 0]
Light2 {
inputs 0
translate {0.555943 0
Is there a way of putting the separate passes into layers without having to re
render the whole thing?
Also, where abouts is the setting in V-ray (maya) to convert the render to a
multi-channel EXR ?
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1. Always transform after the key.
2. If you turn on 'black outside' on the transform, you won't get the
stretchy pixels.
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 22 April 2013 17:35,
Your problem is caused by incompatible formats (e.g. HD vs . Cinemascope)
The great thing about Nuke is that it will accept any format at all. The
downside is that this can cause workflow issues.
Crop, Reformat, BlackOutside can all help.
On Apr 22, 2013, at 10:35 PM, thawk127 wrote:
By the way, you can do this whole thing in Nuke.
Use either Nuke's particle system, or Geometry Tools and Dynamics plugin
suites.
See my blog about that:
http://ronganbar.wordpress.com/2012/11/13/nuke3dplugins/
Might make it easier to play around inside Nuke instead of back and forth
between a 3D
Turbulent is just two fractal noise generators one on top of the other.
The Node Noise in Nuke is a fractal generator. Use two and play around with
them and you'll be able to reach anything.
Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
+972 (0)54 255 9765 [Israel]
url:
I did a little script to do this, baking the camera in world space.
1. duplicate the camera.
2. put it in the scene root.
3. parent constrain it to the original camera.
4. for all attributes on duplicated camera connect attribute to the
corresponding attribute of the original. (to handle animated
Black outside looks checked to me.
Maybe you could use the reformat node to match them in size?
2013/4/29 Ron Ganbar ron...@gmail.com
1. Always transform after the key.
2. If you turn on 'black outside' on the transform, you won't get the
stretchy pixels.
Ron Ganbar
email:
I would suggest testing a different shot to begin with. Not knowing what
shot you've picked I'm guessing it's handheld, grainy, jumpy war footage.
It's not an easy task, but go for it using memetemin and martys tips
2013/4/21 marty b nuke-users-re...@thefoundry.co.uk
**
As the camera is
Again, always Transform after the key. ALWAYS.
You're doing it wrong otherwise.
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 29 April 2013 17:34, Elias Ericsson Rydberg
I think he meant :S as in 'confused face'.
When you say rendered in 'layers' do you mean separate exr sequences per
pass? How were you expecting Nuke to bring them in? Each pass in a
separate channel? You either need to render into a single EXR from Maya
or bring in the passes individually
What I gather from your post is that you have rendered to multiple EXR's
instead of one EXR with layers. This is actually my prefered way of doing
it as a multichannel EXR requires you to shuffle out the layers anyway
(unless you want to specify what layers to merge in every merge node eg.)
If
Thanks for checking in! It occurred to me that if you had a bunch of
overlapping hard surfaces that were possibly interesecting a little bit
(feathers?) then the extra deep samples are probably necessary. But if
you've got more of a deep holdout scenario where you have big gaps between
overlapping
Hi there,
i am aware of cloning, but you cannot clone groups. Also cloning has been an
infinite source of agony here. Has this changed for 7? (Corrupt scripts
that can only be fixed by removing clones via texteditor). In addition there
are python tools to create a linked copy as opposed to a
Hey,
I have never had any issues with cloning nodes corrupting scripts, but if
you have it makes sense you avoid it. The other approach would be to copy
the network, link all knobs to the master network and use python
callbacks to have all other copied networks inherit the change.
I'm not sure
Far as I remember:
- Clone can on ocassion corrupt scripts. Happened to me a couple of
times and was discussed on the forum a few times as well. Maybe it was
fixed in 7 - don't know.
- There's a pasteWithConnections script on Nukepedia, which does a Shake
style clone. Not sure if
Hi Marty,
Thanks! That seems to work - I was piping my texture (rgba image) into the
Card input but you've got it going into the Displacement shader so it's
more obviously staying in sync with the displacement.
Michael
On 26 April 2013 17:27, marty b nuke-users-re...@thefoundry.co.uk wrote:
Thanks everyone,
i am aware of node-by-node workarounds. This is not what I need though. Compers
might add arbitrary nodes at any point or time, and
preventing them from manually having to clone nodes around is the whole idea.
So adding and removing nodes must happen automatically
too.
Von:
What if
1. When you create the node you actually copy a gizmo script to a location with
a unique name. If it needs to work across all scripts rather than in the one
script then I guess skip the unique name
2. Have an update button in the node which effectively rewrites that gizmo with
all the
Heya,
you can find all the command line options by typing:
./Nuke7.0 -h
then the -t flag is there to get an interactive terminal session
(running nuke from the command line)
or -x path/to/script to render a script, which is what you want
if you want i think
gr
arno
On 17 apr 2013, at 04:05,
Don’t forget that multi-layer EXRs have higher read overhead than single-layer
files do, since layers are scanline-interleaved within the EXR file itself.
Until everyone starts using EXR 2.0 (including Nuke’s exrReader), separate
sequences is still the more efficient option.
-Nathan
From:
Hey Howard,
thanks. That would probably work. I was hoping somebody would come up with a
live solution. One thing that needs updating i have toyed with is
Having the virtual group use a CMSPattern as input and writing a LUT as
output. Then just slap in a VectorField where the sub-tree is
Always grade with an unpremult source with very few exceptions
So
If the CG is premuliplied then do
CG-unpremult-grade-grade-grade etc-premult
You can use the unpremult in a grade/CC node but if there is more than one in
a row it's easier to unpremult do ya grades then premult.
Howard
On 19
Yup like Ron says.
Otherwise just for a start you will be blending screen and edge pixels together
which makes the edge worse.
Howard
On 29 Apr 2013, at 15:44, Ron Ganbar ron...@gmail.com wrote:
Again, always Transform after the key. ALWAYS.
You're doing it wrong otherwise.
Ron
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