Thanks a bunch, will try it out fist thing tomorrow morning :)
On Dec 16, 2015 10:55 PM, "Frank Rueter|OHUfx" <fr...@ohufx.com> wrote:

> Try this for starters (select node with multiple channels before running
> this):
>
> n = nuke.selectedNode()
>
> bbox = n.bbox()
>
> layers = set([i.split('.')[0] for i in n.channels()])
>
> removeNode = nuke.nodes.Remove()
>
> removeNode.setInput(0, n)
>
> inNode = removeNode
>
> # create text per layer
>
> for layer in layers:
>
> textNode = nuke.nodes.Text2()
>
> textNode['box'].setValue((bbox.x(), bbox.y(), bbox.x() + bbox.w(),
> bbox.y() + bbox.h()))
>
> textNode['output'].setValue(layer)
>
> textNode['message'].setValue(layer)
>
> textNode.setInput(0, inNode)
>
> inNode = textNode
>
> # create contact sheet for AOVs
>
> layerCC1 = nuke.nodes.LayerContactSheet()
>
> layerCC1.setInput(0, n)
>
> # create contact sheet for text
>
> layerCC2 = nuke.nodes.LayerContactSheet()
>
> layerCC2.setInput(0, inNode)
>
> # use Saturation node to show text in all channels
>
> satNode = nuke.nodes.Saturation(channels='all', saturation=0,
> mode='Maximum')
>
> satNode.setInput(0, layerCC2)
>
> # merge text on top of layer contact sheet
>
> mergeNode = nuke.nodes.Merge()
>
> mergeNode.setInput(0, layerCC1)
>
> mergeNode.setInput(1, satNode)
>
>
>
> On 17/12/15 10:41 am, Charles Taylor wrote:
>
> Ya, python looping through the layers, then lots of shuffles and text
> nodes and tiling the lot of them. We did it as a run-once process at
> rendertime for the contact-sheet process; interactively, the normal node is
> fine. This approach also allows you to sort the layers before tiling, so
> you get alphabetized (or whatever) results.
>
> ./c.t
>
> On 12/16/2015 03:56 PM, Johan Forsgren wrote:
>
> Charles: exactly, text nodes as in multiple text nodes to create the the
> rows/columns? How were they generated? I could imagine creating text nodes
> and transforms in a nested forloop (for x in width: for y in height:
> dostuff(x,y) )with a python script, but is there a more interactive or
> responsive approach to this perhaps?
> On Dec 16, 2015 9:31 PM, "Charles Taylor" <ctay...@spinvfx.com> wrote:
>
>> That button enables an overlay in the viewer that is not actually in the
>> image; it does not get rendered out.
>>
>> What we ended up doing for that was making our own LayerContactSheet node
>> that used Text nodes to burn the layer names in.
>>
>> ./c.t
>>
>> On 12/16/2015 03:28 PM, Frank Rueter|OHUfx wrote:
>>
>> The LayerContactSheet node has a "show layer names" checkbox at the
>> bottom.
>>
>>
>> On 16/12/15 11:02 pm, Johan Forsgren wrote:
>>
>> Hi guys, im having a bit of a problem. I have a couple (of thousands) of
>> multiexrs to comp, Each one has between 10 and 100 layer channels. Just
>> flipping between them can become quite cumbersome. So I thought it would be
>> great to add a layerContactSheet to our comp. The problem is its taking
>> ages to load. If you take into account the sheer volume of images we need
>> to iterate through the time spent just waiting for the contactsheet to be
>> generated would be enormous.
>>
>> So, my solution was to create another comp that just rendered out jpeg of
>> the contactsheet and send it up to the renderfarm. The images could then be
>> viewed in the main comp.
>> But here another problem pops up. The layer names is'nt rendered with the
>> contact sheet, so i get a nice sheet which is totaly useless if you want to
>> find out which layer has what name.
>>
>> Sooooo, is there any magical way of 'baking' the layernames into the
>> rendered images?
>> That would be awesome.
>>
>> Secondly. I came up with a pretty hacky workaround, where  basically was
>> able to get the viewer to not remove the layer names from the display, I
>> then imposed them  on the jpeg.
>> The problem here is that each time the contact sheet is rendered out it
>> seems randomize the layout order. So wrong name end up on top of wrong
>> layer. Whats up with that?
>>
>> Anyway, sorry about the long (and probably terribly misspelled) text. And
>> thanks for any input you might have.
>>
>>
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>> <http://ohufx.com/index.php/vfx-compositing> | workflow customisation and
>> consulting <http://ohufx.com/index.php/vfx-customising> *
>>
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